Coure (CR 2)
AC: 23 (+2 size, +7 Dex, +4 natural), touch 18, flat-footed 15
Hit Dice: 2d8+2 (11 hp)
Fort +4(+8 against poison), Ref +10, Will +3
Speed: 20 ft., fly 60 ft.(perfect)
Space: 2 1/2 ft./0 ft.
Base Attack +2; Grapple -8
Attack: Tiny dagger +11 melee
Full Attack: Tiny dagger +11 melee
Damage: tiny dagger 1d2-2
Special Attacks/Actions: Spell-like abilities
Abilities: Str 6, Dex 24, Con 12, Int 12, Wis 10, Cha 14
Special Qualities: Alternate form, eladrin subtype, immunity to electricity and petrification, magic circle against evil, resistance to acid 10 and cold 10, tongues
Feats: Weapon Finesse
Skills: Concentration +6, Diplomacy +9, Escape Artist +12, Hide +24, Knowledge (the planes) +6, Listen +5, Move Silently +16, Sense Motive +5, Spot +5, Survival +0 (+2 on other planes), and Use Rope +7 (+9 bindings)
Advancement: 3-6 HD (Small)
Climate/Terrain: Olympian Glades of Arborea
Organization: Solitary, pair, or squad (3-6)
Book of Exalted Deeds
Any weapons a coure wields are treated as having the chaotic and good alignments for the purpose of overcoming damage reduction.
Spell-like Abilities: At will - dancing lights, detect evil, detect magic, faerie fire; 3/day - magic missile, sleep DC 13). Caster level 4th. The save DCs are Charisma-based.
Alternate Form (Su): A coure can assume the form of an Incorporeal ball of light at will. This transformation counts as a standard action. In this form, the coure can be harmed only by other incorporeal creatures, +1 or better magic weapons, spells, spell-like abilities, and supernatural abilities. In this form, the coure has a 50% chance to ignore any damage from a corporeal source, except for force effects or attacks made with ghost touch weapons. A coure in this form can pass through solid objects, but not force effects, at will. While incorporeal, its attacks ignore natural armor, armor, and shields, but deflection bonuses and force effects work normally against them. ln this form, a coure always moves silently and cannot be heard with Listen checks if it doesn't wish to be. While incorporeal, the coure sheds light if it wishes, providing illumination with any radius it wishes up to 30 feet. Changing the amount of light it sheds is a free action that the coure can perform once per round.
Magic Circle against Evil (Su): A magic circle against evil effect always surrounds the coure, as the magic circle against evil spell cast by an 8th-level sorcerer. (The defensive benefits of the circle are not included in the statistics above.)
Skills: Coures have a +4 racial bonus on Hide and Move Silently checks (included in the statistics above).
Of all celestials, eladrins might be the most ready to enter combat, for their ire is easily provoked whenever they witness injustice or oppression. Their chaotic bent also makes them somewhat unpredictable, though they can at least be relied upon to avoid any evil act. Unlike archons, however, they are not preoccupied with avoiding even the appearance of evil.
Immunities: Eladrins are immune to electricity and petrification.
Energy Resistance (Ex): Eladrins have resistance to acid to and cold 10.
Tongues (Su): Eladrins can speak with any creature that has a language, as though using a tongues spell cast by a 14th-level cleric. This ability is always active.
A subtype usually applied only to outsiders native to the chaotic-aligned Outer Planes. Most creatures that have this subtype also have chaotic alignments; however, if their alignments change they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a chaotic alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the chaotic subtype overcomes damage reduction as if its natural weapons and any weapons it wields were chaotic-aligned (see Damage Reduction).
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.
A subtype usually applied only to outsiders native to the good-aligned Outer Planes. Most creatures that have this subtype also have good alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a good alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the good subtype overcomes damage reduction as if its natural weapons and any weapons it wields were good-aligned (see Damage Reduction).