Kalareem (CR 3)

Medium Outsider (Extraplanar)
Alignment: Always neutral
Initiative: +3 (Dex); Senses: Listen +8 and Spot +8
Languages: Common, Kalareem


AC: 18 (+3 Dex, +5 natural), touch 13, flat-footed 15
Hit Dice: 3d8+6 (19 hp)
Fort +5, Ref +6, Will +5
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +3; Grapple +4
Attack: Shard longsword +9 melee
Full Attack: 2 shard longswords +5 melee
Damage: Shard longsword 1d8+3 (1d8+2 off-hand) plus wounding
Special Attacks/Actions: Shard spray, spell-like abilities
Abilities: Str 13, Dex 16, Con 15, Int 10, Wis 14, Cha 13
Special Qualities: Cold resistance 10, electricity resistance 10, fire resistance 10, mirror jump, outsider traits, reflective SR 15, sonic vulnerability
Feats: Exotic Weapon Proficiency (shard longsword) (B); Two-Weapon Fighting; Weapon Finesse; Weapon Focus (shard longsword) (B)
Skills: Bluff +7, Diplomacy +6, Disguise +7 (+9 acting), Hide +9, Intimidate +7, Knowledge (any two) +6, Listen +8, Move Silently +9, Sense Motive +7, and Spot +8
Advancement: By character class
Climate/Terrain: Any land and underground (Plane of Mirrors)
Organization: Company (2-4 3rd-level fighters) or squad (11-20 3rd-level fighters plus 2 7th-level fighters)
Treasure/Possessions: Standard

Source: Fiend Folio

Mirror Jump (Su): Nerras can move through mirrored and reflective surfaces at will. This effect is similar to shadow walk, but the nerra travels along the Plane of Mirrors. As a standard action, the nerra must touch a mirror or other highly reflective surface. The nerra then exits from another mirror that is no farther than 1 mile away.

If a nerra touches a regular mirror, the mirror jump happens automatically. A nerra can also touch a highly reflective surface, such as a polished metal shield or armor. This surface must be clear glass, a still pool of water, or shiny metal. There is a 30% chance that the surface is reflective enough for the nerra to make the mirror jump. However, a nerra can only enter a non-mirrored surface - it can return only through a normal mirror.

If another mirror is not within the range of the mirror jump, the nerra must wander the Plane of Mirrors and exit through another random mirror portal.

Outsider Traits: Nerras have darkvision (60-foot range). They cannot be raised or resurrected (though a wish or miracle spell can restore life).

Reflective Spell Resistance (Sp): A nerra has a special type of spell resistance that causes any targeted spell it successfully resists to bounce off and reflect back at the caster. The caster becomes either the spell's target or the point of origin for the spell's effect, as appropriate. In addition, nerras are immune to gaze attacks, and such an effect is reflected back to its origin.

Shard Weapon Specialty: All nerra receive a bonus Exotic Weapon Proficiency feat with at least one shard weapon. Many also gain a bonus Weapon Focus feat for one or more types of shard weapon.

Sonic Vulnerability (Ex): All nerras take half again as much (50%) damage as normal from an attack involving sonic energy, regardless of whether a saving throw is allowed, or if the save is a success or a failure.

Kalareems move and fight with deadly accuracy, and they seem to flow more than walk. Kalareems prefer to soften up a target from a distance with their shard spray and will usually exhaust this option before moving into melee. Once in combat, they spin and twist in an acrobatic display, wielding their shard swords with deadly accuracy.

Shard Spray (Su): Three times per day, a kalareem can release a spray of mirrorlike shards from its hands that can flay flesh and cause massive lacerations. The spray is a 30-foot cone, and it deals 1d4 points of damage per level of the kalareem, up to a maximum of 5d4.

In addition, a wound resulting from a kalareem's shard spray attack bleeds for an additional 2 points of damage per round thereafter. Multiple wounds from such attacks result in cumulative bleeding loss (two wounds for 4 points of damage per round, and so on). The bleeding can be stopped only by a successful Heal check (DC 10) or the application of any cure spell or other healing spell (heal, healing circle, or the like).

Spell-like Abilities: 1 day - mirror image. Caster level 12th; save DC 11 + spell level.

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.