Gloura (CR 7)
Alignment: Often neutral good
Initiative: +5 (Dex); Senses: darkvision 60 ft., low-light vision, Listen +11, and Spot +11
Languages: Common, Sylvan, and Undercommon
AC: 22 (+5 Dex, +3 deflection, +4 mithral chain shirt) touch 18, flat-footed 17
Hit Dice: 7d6+14 (38 hp); DR: 10/cold iron
Fort +7, Ref +13, Will +9
Speed: 30 ft., fly 60 ft. (good)
Space: 5 ft./5 ft.
Base Attack +3; Grapple +3
Attack: +1 light mace +9 melee (1d6+1)
Full Attack: +1 light mace +9 melee (1d6+1)
Special Attacks/Actions: Spells
Abilities: Str 10, Dex 21, Con 14, Int 11, Wis 12, Cha 17
Special Qualities: unearthly grace
Feats: Self-Sufficient; Skill Focus (Heal); Weapon Finesse
Skills: Diplomacy +5, Heal +16, Knowledge (nature) +10, Listen +11, Perform (string instruments) +13, Sense Motive +11, Spot +11, and Survival +3 (+5 in above-ground natural environments)
Advancement: By character class
Treasure/Possessions: Standard (plus mithral chain shirt and +1 light mace)
Spells: A gloura casts arcane spells as a 7th-level bard.
Typical Spells Known (3/4/3/1; save DC 13 + spell level): 0-dancing lights, detect magic, ghost sound, know direction, mage hand, read magic; 1st - charm person, cure light wounds, expeditious retreat, silent image; 2nd - calm emotions, cure moderate wounds, invisibility, silence; 3rd - charm monster, displacement.
Unearthly Grace: A gloura gains a bonus to Armor Class and all saving throws that is equal to its Charisma modifier.
Glouras dislike combat and prefer to flee rather than fight. They recognize surface adventurers as folk who may not be as cruel or rapacious as some of the native Underdark races, so they often approach surface-world heroes to trade news and offer assistance.