Shiradi (CR 14)

Large Outsider (Chaotic, Eladrin, Extraplanar, and Good)
Alignment: Always chaotic good
Initiative: +3 (Dex); Senses: Listen +18 and Spot +18
Languages: Tongues SA


AC: 26 (-1 size, +3 Dex, +14 natural), touch 13, flat-footed 23
Hit Dice: 12d8+60 (114 hp); DR: 10/cold iron or evil
Fort +13 (+17 against poison), Ref +11, Will +11
Speed: 40 ft., fly 90 ft. (good)
Space: 10 ft./10 ft. (20 ft. with spiked chain)
Base Attack +12; Grapple +23
Attack: Huge +1 holy spiked chain +19 melee or +18 melee (lightshard strike)
Full Attack: Huge +1 holy spiked chain +19/+14/+9 melee or +18/+13/+8 melee (lightshard strike)
Damage: Huge +1 holy spiked chain 2d6+11 plus 2d6 holy or 2d6+10 plus lightshard strike
Special Attacks/Actions: Lightshard strike, spell-like abilities
Abilities: Str 24, Dex 16, Con 20, Int 16, Wis 16, Cha 22
Special Qualities: Alternate form, enchantment awareness, eladrin subtype, immunity to electricity and petrification, protective aura, resistance to acid 10 and cold 10, SR 30
Feats: Combat Expertise; Combat Reflexes; Consecrate Spell-Like Ability; Exotic Weapon Proficiency (spiked chain); Improved Trip
Skills: Concentration +20, Diplomacy +23, Gather Information +23, Heal +18, Intimidate +21, Knowledge (local) +10, Knowledge (religion) +18, Knowledge (the planes) +18, Listen +18, Perform (any one) +21, Sense Motive +28, Spot +18, and Survival +3 (+5 on other planes)
Advancement: 13-18 HD (Large); 19-36 HD (Huge)
Climate/Terrain: Olympian Glades of Arborea
Organization: Solitary
Treasure: No coins; double goods; standard items

Source: Book of Exalted Deeds

Any weapons a shiradi eladrin wields are treated as having the chaotic and good alignments for the purpose of overcoming damage reduction.

Lightshard Strike (Su): A shiradi that assumes the form of a cloud of light shards can slam an opponent for 2d6 points of damage. The slam is treated as a ghost touch attack for purposes of hitting incorporeal creatures. In addition, the light shards also act as a greater dispel magic spell targeted upon the creature caster level 12th).

Spell-Like Abilities: At will - aid, bless, bless weapon, detect poison, detect undead, greater dispel magic, divine favor, remove curse (DC 19), remove fear (DC 17), remove paralysis (DC 18); 3/day - break enchantment, holy smite (DC 20), restoration (DC 20); 1/day - cloak of chaos (DC 24), heal (DC 22). Caster level 12th. The save DCs are Charisma-based. Shiradis gain a +10 sacred bonus on caster level checks made to dispel Enchantment spells or effects when using greater dispel magic or break enchantment.

The following spell-like abilities are always active on the shiradi: blessed sight, discern lies (DC 20), and see invisibility. Caster level 14th.

Alternate Form (Su): A shiradi can shift between its humanoid and "cloud of light shards" forms as a standard action. In humanoid form, it cannot use its slam attack, but it can fly and use its spell-like abilities and its weapons. In cloud form, it can fly, make slam attacks, and use spell-like abilities, but it cannot use its weapons.

A shiradi remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does the shiradi revert to any particular form when killed. A true seeing spell, however, reveals both forms simultaneously.

Enchantment Awareness (Su): Shiradis are automatically aware of Enchantment effects affecting creatures within 20 feet.

Protective Aura (Su): As a free action, a shiradi can surround itself with a nimbus of light having a radius of 20 feet. This acts as a double-strength magic circle against evil and as a lesser globe of invulnerability both as cast by a cleric whose level equal to the shiradi's Hit Dice.

Skills: Shiradis get a +10 racial bonus on Sense Motive checks.

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).