Saturday, January 11, 2020

Eladrin, Greater - Tulani

Eladrin, Greater - Tulani

Climate/Terrain: Arborea
Frequency: Very Rare
Organization: Solitary
Activity Cycle: Any
Diet: Omnivore
Intelligence: Supra-genius (19-20)
Treasure: Incidental
Alignment: Chaotic Good
Number Appearing: 1 (1-2)
Armor Class: -7
Movement: 18, Fl 30 (A)
Hit Dice: 12+20
THAC0: 7
Number of Attacks: 3
   Fiery Blade: 2d4+12 (Str 20, Sharpness)
Special Attacks: 
   Advanced Illusion(per spell, Tulani Ability)
   Chain Lightning (per spell, 12d8, Tulani Ability)
   Color Spray (per spell, Tulani Ability)
   Dancing Lights (per spell, Tulani Ability)
   Gaze (humanoid form only): Evil creatures with fewer than 8 HD must Save vs Spell or be slain. Even if successful, they are Blinded and stricken with Fear for 2d10 rounds. Evil creatures of 5 HD or more, or any non-evil opponent, suffer the Blindness and Fear effect only in they miss their save. Range 60'.
   Hold Monster (per spell, Tulani Ability)
   Mass Charm (per spell, Tulani Ability)
   Meteor Swarm, Power word Kill or Time Stop (per spell, Tulani Ability), 1/day
   Phantasmal Force (per spell, Eladrin Ability)
   Prismatic Spray (per spell, Ghaele Ability)
 Special Defenses: 
   +4 or better Weapons to hit, but takes full damage from Iron Weapons.
   Can take the form of a 5' Diameter globe of eldritch colors. (light form, Ghaele Ability)
   Detect Invisibility (per spell, Tulani Ability)
   Immune to Cold, Lightning/Electricity and Magic Missile
   Improved Invisibility (per spell, Tulani Ability)
   Nimbus: At all times, surrounded by nimbus of light that functions as Double Strength Protection from Evil spell, with a 20' radius. This nimbus also has the properties of Minor Globe of Invulnerability and confers Protection for Normal Missiles on the Ghaele.
   Takes half damage from Fire, Gas and Poison
   Wall of Force (per spell, Tulani Ability)
Special Abilities:
   Alter Self (per spell, Eladrin Ability)
   Comprehend Languages (per spell, Eladrin Ability)
   Continual Light (per spell, Tulani Ability)
   Cure Light Wounds (per spell, Eladrin Ability)
   Detect Invisibility (per spell, Tulani Ability)
   Dispel Magic (per spell, Tulani Ability)
   ESP (per spell, Tulani Ability)
   Polymorph Any Object (per spell, Tulani Ability)
   Telekinesis (per spell, Tulani Ability)
   Teleport Without Error (per spell, Tulani Ability)
   Wish (per spell, Tulani Ability) 1/year
Special Weaknesses:
   Takes full damage damage from Iron Weapons
Magic Resistance: 50%
Size: M (7' feet tall)
Morale: Fearless (19-20)
XP Value: 27,000

Note: All Spell like abilities are usable once per round unless otherwise noted. They don't carry, use or need weapons, as the can form a fiery blade from their hand that acts as a:

Broad Sword of Sharpness +4: Speed 5, d24/d6+1; +8 for Str 20 bonus; Extra 2d8 damage vs evil foes. 

and can assume the secondary form of any other Eladrin at will, keeping their THAC0 and AC, but doing double damage on attacks:

Coure: Ball of Light - Fl 60 (A)

Shiere: Ball of Light - Fl 24 (A)

Noviere: Watery Dolphin - Sw 24, 4d8;  On a attack of 19-20, can choose to envelope the target, holding it with a Str of 20. Neither can attack while target is enveloped. A successful Bend Bars/Lift Gate Roll is required to escape.

Baralani: Whirldwind - Fl 30 (A), 2 attacks: 2d10, 2d10; Anyone within 20' must save vs. Paralyzation or suffer -2 to attacks due to the stinging sand in their eyes. Any creature Man Sized or Smaller with 5' must save vs. paralyzation of be thrown 10 to 20 feet.

Firre: Pillar of Flame - Fl 36 (A), 2 attacks: 6d6, 6d6; Any creature within 10' of this form must save vs. spell or suffer d6 damage. And weapon striking this form must save vs. Magical Fire or be destroyed. (Damage is still taken.)

Ghaele: Globe of Eldritch Colors - Fl 60 (A), 2 attacks: 4d12, 4d12, +4 to Hit, 100 yard range.

Source: 2nd Edition AD&D 2613, Planescape Monstrous Compendium Appendix II, page 36

Ed's Notes: The absurdly powerful faerie Lords of Arborea. Seriously don't fuck with these guys!

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