Tulani (CR 18)

Medium Outsider (Chaotic, Eladrin, Extraplanar, and Good)
Alignment: Always chaotic good
Initiative: +10 (+6 Dex, +4 Improved Initiative); Senses: Listen +28 and Spot +28
Languages: Tongues SA


AC: 36 (+6 Dex, +20 natural), touch 16, flat-footed 30
Hit Dice: 18d8+108 (189 hp); DR: 15/cold iron or unholy
Fort +17 (+21 against poison), Ref +17, Will +18
Speed: 40 ft., fly 90 ft. (perfect)
Space: 5 ft./5 ft.
Base Attack +18; Grapple +23
Attack: +4 brilliant energy holy longsword +27 melee or dream ray +24 ranged touch (1d6 Cha)
Full Attack: +4 brilliant energy holy longsword +27/+22/+17/+12 melee or dream ray +24 ranged touch
Damage: +4 brilliant energy holy longsword 1d8+9/19-20 plus 2d6 holy, dream ray 1d6 Cha
Special Attacks/Actions: Dream ray, gaze, spell-like abilities, sword of light
Abilities: Str 20, Dex 22, Con 22, Int 24, Wis 24, Cha 26
Special Qualities: Acid and cold resistance 10, alternate form, bardic music, eladrin subtype, protective aura, SR 30, +4 racial bonus on saves against poison
Feats: Dodge; Improved Initiative; Mobility; Purify Spell-Like Ability; Spring Attack; Power Attack; Words of Creation
Skills: Bluff +29, Concentration +27, Diplomacy +33, Disguise +8 (+10 acting), Gather Information +31, Hide +27, Intimidate +31, Knowledge (arcana) +17, Knowledge (local) +28, Knowledge (nature) +18, Knowledge (the planes) +28, Listen +28, Move Silently +27, Perform (any one) +29, Sense Motive +28, Sleight of Hand +8, Spellcraft +30, Spot +28, and Survival +7 (+9 in aboveground natural environments or on other planes)
Advancement: 19-36 HD (Large); 37-54 HD (Huge)
Climate/Terrain: Olympian Glades of Arborea
Organization: Solitary or court (1 plus 3-12 coures, 2-8 firres, and 1-4 ghaeles, with a 50% chance of 1-6 bralanis or 1 shiradi)
Treasure: Double standard

Source: Book of Exalted Deeds

A tulani'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.

A tulani's alternate form is that of a 4-foot-radius scintillating sphere of rainbow-hued light.

Dream Ray (Su): In globe form, a tulani can fire a coruscating ray of light with a range of 300 feet. The ray deals 1 d6 points of temporary Charisma damage with a successful hit. Any non-evil creature reduced to 0 Charisma by the dream ray falls into a dream-filled coma. An evil creature reduced to 0 Charisma falls into a nightmare-wracked coma and takes 1d10 points of damage plus an additional 1d10 points of damage per hour spent in the comatose state. A creature awakens from its coma if its Charisma is raised to 1 or higher. This is a mind-affecting effect.

Gaze (Su): Slay evil creatures of 5 HD or fewer, range 60 feet, Will DC 27 negates. The DC is Charisma-based.

Spell-like Abilities: At will - chain lightning (DC 29) (damage increased by one-half as if affected by the Empower Spell metamagic feat), mass charm monster (DC 31), cure serious wounds (DC 26), dancing lights, detect thoughts (DC 25), dispel magic, divine favor, haste (DC 26), greater invisibility (DC 27), major image (DC 26), polymorph any object (DC 31), righteous smite (DC 30), greater teleport (self and 50 pounds of gear only), telekinesis (DC 28), wall of force; 1/day - heal (DC 29), meteor swarm (DC 32), power word kill, time stop. Caster level 18th. The save DCs are Charisma-based.

The following abilities are always active on the tulani's person, as the spells cast by an 18th-level sorcerer: blessed sight, detect law, detect magic, magic circle against evil (20-foot radius), and true seeing. These abilities may be dispelled, but the tulani can reactivate them as a free action.

Sword of Light (Su): A tulani can create a +4 brilliant energy holy longsword at will as a free action. If the tulani dies or loses physical contact with the sword, the sword disappears instantly.

Alternate Form (Su): A tulani can shift between its humanoid and globe forms as a standard action. In humanoid form, it cannot fly or use its dream rays, but it can use its gaze attack and spell-like abilities, make physical attacks, and cast spells. In globe form, it can fly, use its dream rays, and use spell-like abilities, but it cannot cast spells or use its gaze attack. The globe form is incorporeal, and a tulani has no Strength score while in that form. While incorporeal, a tulani can be harmed only by other incorporeal creatures, +1 or better magic weapons (though its damage reduction still applies as well), and spells, spell-like abilities, or supernatural abilities. It is immune to all non-magical attack forms.

Even when hit by spells or magic weapons, it has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects, such as magic missile, or attacks made with ghost touch weapons).

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

Bardic Music: Tulanis use the bardic music ability as 18th-level bards. Tulanis can use or maintain concentration on one such ability per round as a free action, requiring no instrument other than their unearthly voices.

Protective Aura (Su): As a free action, a tulani can surround itself with a nimbus of light having a radius of 20 fet. 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 tulani's Hit Dice.

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).