Du'lora Quori (CR 8)
Large Outsider (Evil, Extraplanar, Lawful, Psionic, and Quori)
Alignment: Usually lawful evil
Initiative: +1 (Dex); Senses: all-around sight, see in darkness, Listen +16, and Spot +20*
AC: 18 (+1 Dex, -1 size, +8 natural), touch 10, flat-footed 17
Hit Dice: 10d8+50 (95 hp); DR: 10/good
Fort +12, Ref +8, Will +11
Speed: Fly 70 ft. (perfect)
Space: 10 ft./10 ft.
Base Attack +10; Grapple +21
Attack: Slam +16 melee
Full Attack: 3 slams +16 melee
Damage: Slam 1d6+7
Special Attacks/Actions: Aura of fury, burning rage, constrict (1d6+10), improved grab, invade dreams, possession, psi-like abilities
Abilities: Str 24, Dex 13, Con 20, Int 15, Wis 18, Cha 11
Special Qualities: greater teleport, immunities, outsider traits, power resistance 21, resistance to acid 10, cold 10, and fire 10
Feats: Ghost Attack; Power Penetration; Psionic Fist; Track
Skills: Autohypnosis +18, Bluff +15, Concentration +15, Diplomacy +11, Intimidate +19*, Knowledge (psionics) +19, Knowledge (the planes) +15, Listen +16, Move Silently +15, Psicraft +17, Search +21*, Sense Motive +20, Spot +20*, and Survival +16 (+18 on other planes)
Advancement: 11-20 HD (Large); 21-30 HD (Huge)
Climate/Terrain: Dal Quor
Organization: Solitary or pair
A du'lora's natural weapons are considered evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Aura of Fury (Su): The mere presence of the du'lora drives creatures mad with rage. Any non-quori creature within 30 feet of a du'lora must make a successful DC 15 Will save or suffer the effects of the rage spell and attack another creature of the du'lora's choosing within range. The affected creature does all it can to kill the target of its rage. As a move action, the du'lora can change the target of an affected creature's rage. This effect lasts for as long as the victim remains within 30 feet of the du'lora. A character who successfully saves against the effect must make a new Will save at the beginning of every round he remains within 30 feet of the quori. A barbarian or other creature that can enter a similar rage suffers a -2 penalty to resist this effect. A character can make an Autohypnosis check in place of his Will save. This is a mind-affecting compulsion effect, and the save DC is Charisma-based.
Burning Rage (Su): Once a du'lora has established a bold, it can attempt to call on the grappled victim's inner rage and anger to trigger spontaneous combustion. After the du'lora inflicts constriction damage, its victim must make a DC 15 Will save. If the victim fails, it suffers 1d6 points of fire damage for every point by which it failed the Will save. A barbarian or other creature that can enter a similar rage suffers a -2 penalty to resist this effect. A character can make an Autohypnosis check in place of the Will save. This is a mind-affecting effect, and the save DC is Charisma-based.
If it slays a victim with this attack, the du'lora immediately heals 3d6 points of damage as it draws energy from the fury of its dying victim.
Constrict (Ex): On a successful grapple check, a du'lora deals 1d6+10 points of damage.
Improved Grab (Ex): To use this ability, the du'lora must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it succeeds on a grapple check, it can constrict.
Psi-Like Abilities: At will - far hand, mindlink; 3/day - id insinuation, inertial armor, psionic scent, trace teleport; 1/day - body adjustment, recall agony. Manifester level 10th. The save DCs are Charisma-based. When a du'lora uses id insinuation, its victim adds 10% to the roll made determine the victim's action each round.
All-Around Vision (Ex): The many eyes of a du'lora provide it with a +4 bonus on Spot and Search checks. A du'lora cannot be flanked.
Skills: A du'lora receives a +2 racial bonus on Intimidate checks. It retains this bonus while inhabiting a human or Inspired vessel.
A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil 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 an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-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 lawful-aligned Outer Planes. Most creatures that have this subtype also have lawful 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 lawful alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the lawful subtype overcomes damage reduction as if its natural weapons and any weapons it wields were lawful-aligned (see Damage Reduction).