Climate/Terrain: Arborea
Frequency: Common
Organization: Company
Activity Cycle: Any
Diet: Omnivore
Intelligence: Very-Exceptional (11-16)
Treasure: Incidental
Alignment: Chaotic Good
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Number Appearing: 3-24
Armor Class: 4 (-4 in Armor)
Movement: 15, Fl 30 (A) (in light form)
Hit Dice: 8+12
THAC0: 13
Number of Attacks: 2
Damage/Attack:
by Weapon +6 (18/76 Str)
Special Attacks:
Color Spray (per spell, Shiere Ability)
Cone of Cold (per spell, 10d4+10, Shiere Ability)
Ice Storm (per spell, Shiere Ability)
Phantasmal Force (per spell, Eladrin Ability)
Spectral Force (per spell, Shiere Ability)
Special Defenses:
Detect Invisibility (per spell, Shiere Ability)
Immune to Lightning/Electricity and Magic Missile
Takes half damage from, Fire, Gas
+1 or better Weapons to hit, but takes double damage from Iron Weapons.
Special Abilities:
Alter Self (per spell, Eladrin Ability)
Can become a (harmless) ball of fairy light, 1/hour.
Comprehend Languages (per spell, Eladrin Ability)
Continual Light (per spell, Shiere Ability)
Cure Light Wounds (per spell, Eladrin Ability)
Detect Evil (per spell, Eladrin Ability)
Heal (per spell, Shiere Ability) 1/day, only usable on others
Wall of Ice (per spell, Shiere Ability)
Special Weaknesses:
Takes double damage damage from Iron Weapons
Magic Resistance: 25%
Size: M (7' feet tall)
Morale: Fearless (19-20)
XP Value: 11,000
Note: All Spell like abilities are usable once per round unless otherwise noted. Bralani wear the crystal equivalent of Field Plate Armor +4, and use long, narrow Shields +1. (If slain, armor is typically ruined by the damage.) The tend to favor knightly weapons, which are always +3 and may have Sharpness, Quickness or Defender properties:
Battle Axe: Speed: 7, d8/d8
Horseman's Mace: Speed: 6, d6/d4
Horseman's Flail: Speed: 6, d4+1/d4+1
Lance, Heavy: Speed: 8, d8+1/3d6 (double damage from charging mount)
Long Sword: Speed: 5, d8/d12
When hunting, patrolling or riding to war,Shiere are always mounted on teh equivalent of a Heavy War Horse (AC: 7, 4+4 HD, THAC0: 14, Dmg: d8/d8/d3) but with Fearless Morale, never fewer than 5 points per Hit Die, Movement opf 24 and the ability Fly if the sun is not in the sky.
Source: 2nd Edition AD&D 2613, Planescape Monstrous Compendium Appendix II, page 30
Ed's Notes: The noble and stout knights of Arborea.
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