Firre (CR 10)

Medium Outsider (Chaotic, Eladrin, Extraplanar, and Good)
Alignment: Always chaotic good
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Languages: Tongues SA


AC: 24 (+2 Dex, +12 natural), touch 12, flat-footed 22
Hit Dice: 8d8+8 (44 hp); DR: 20/magic
Fort +7, Ref +8, Will +9
Speed: 40 ft., fly 90 ft. (perfect)
Space: 5 ft./5 ft.
Base Attack +8; Grapple +4
Attack: +3 greatsword +16 melee (or slam +13 melee); or +5 javelin +15 ranged
Full Attack: +3 greatsword +16 melee (or slam +13 melee); or +5 javelin +15 ranged
Damage: +3 greatsword 2d6+10; slam 1d6+7 and 1d6 fire; +5 javelin 1d6+10
Special Attacks/Actions: Spell-like abilities, spells, gaze
Abilities: Str 20, Dex 14, Con 12, Int 17, Wis 16, Cha 18
Special Qualities: SR 27, song, magic circle against evil, celestial qualities, alternate form
Feats: Flyby Attack; Improved Initiative; Skill Focus (Perform)
Skills: Bluff +15, Concentration +12, Diplomacy +19, Disguise +15, Knowledge (the planes) +14, Perform +17, Sense Motive +14, and Spellcraft +14
Advancement: 9-16 HD (Medium-size); 17-24 HD (Large)
Climate/Terrain: Any land and underground
Organization: Solitary or troupe (2-5)
Treasure: No coins; double goods; standard items

Source: Manual of the Planes

A firre's natural weapons, as well as any weapons it wields, are treated as having the chaotic and good alignments for the purpose of overcoming damage reduction.

Gaze (Su): In humanoid form, the firre can gaze at a target within 60 feet and cause it to burst into flames. The gaze deals 2d6 points of fire damage and causes blindness (as the blindness/deafness spell). A successful DC 18 Fortitude save negates the blindness. The DC is Charisma-based.

Spell-like Abilities: At will-detect thoughts (DC 16), fireball (DC 17), greater invisibility, persistent image (DC 19), polymorph, see invisibility, wall of fire; 1/day - prismatic spray (DC 21). Caster level 10th. The save DCs are Charisma-based.

Spells: A firre in humanoid form casts divine spells from the cleric list and the Chaos, Fire, Good, and Magic domains as a 12th-level cleric.

Typical Spells Prepared (6/6+1/5+1/5+1/3+1/3+1/2+1; save DC 13 + spell level): 0-detect magic, detect poison, guidance, mending, read magic, resistance; 1st - bless, detect evil, divine favor, sanctuary, ray of hope, shield of faith; 2nd - align weapon, bear's endurance, eagle's splendor, hold person, resist energy; 3rd - continual flame, dispel magic, invisibility purge, prayer, searing light; 4th - dimensional anchor, dismissal, tongues; 5th - break enchantment, dispel evil, flame strike; 6th - greater dispel magic, heal.

Alternate Form (Su): A firre can shift between its humanoid and fiery forms as a standard action. In humanoid form, it cannot fly or use its fiery slam attacks, but it can use its gaze attack and spell-like abilities, make weapon attacks, sing, and cast spells. In the form of a pillar of fire, it can fly, make slam attacks, and use spell-like abilities, but cannot sing, cast spells, or use its gaze attack. A firre remains in one form until it chooses to take the other form. A change in form cannot be dispelled, nor does a firre revert to any particular form when killed. A true seeing spell reveals both forms simultaneously.

Magic Circle against Evil (Su): A magic circle against evil effect always surrounds firres, as the spell cast by an 8th-level sorcerer, (The defensive benefits of the circle are not included in the statistics above.)

Song (Su): A firre has a captivating voice and can use bardic music just as a bard can, inspiring courage, fascinating, inspiring competence, or giving suggestions to those who hear it (see Bardic Music). Unlike a bard, however, a firre can sing as often as it likes.

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.

Chaotic Subtype

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).

Extraplanar Subtype

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.

Good Subtype

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).