Coure (CR 2)

Tiny Outsider (Chaotic, Eladrin, Extraplanar, and Good)
Alignment: Always chaotic good
Initiative: +7; Senses: Listen +5 and Spot +5
Languages: Tongues SA


AC: 23 (+2 size, +7 Dex, +4 natural), touch 18, flat-footed 15
Hit Dice: 2d8+2 (11 hp)
Fort +4(+8 against poison), Ref +10, Will +3
Speed: 20 ft., fly 60 ft.(perfect)
Space: 2 1/2 ft./0 ft.
Base Attack +2; Grapple -8
Attack: Tiny dagger +11 melee
Full Attack: Tiny dagger +11 melee
Damage: tiny dagger 1d2-2
Special Attacks: Spell-like abilities
Abilities: Str 6, Dex 24, Con 12, Int 12, Wis 10, Cha 14
Special Qualities: Alternate form, eladrin subtype, immunity to electricity and petrification, magic circle against evil, resistance to acid 10 and cold 10, tongues
Feats: Weapon Finesse
Skills: Concentration +6, Diplomacy +9, Escape Artist +12, Hide +24, Knowledge (the planes) +6, Listen +5, Move Silently +16, Sense Motive +5, Spot +5, Survival +0 (+2 on other planes), and Use Rope +7 (+9 bindings)
Advancement: 3-6 HD (Small)
Climate/Terrain: Olympian Glades of Arborea
Organization: Solitary, pair, or squad (3-6)
Treasure/Possessions: Standard

Source: Book of Exalted Deeds

This sprightly creature appears as a tiny slender elf clad in bright apparel with unruly glistening hair and long, gossamer wings that trail from its shoulders.

The smallest of the eladrins, the spritelike coures embody carefree wandering, celebrating life as a joyous dance. They often serve more powerful beings as messengers and scouts, provided those they serve can tolerate their erratic humor and near endless pranks. Coures exist to laugh. They prefer a star-filled night in the open to any other time or place, preferring to reveal their pranks and dance only in their own faerie light.

Coure eladrins appear in a variety of improbable colors and are fond of wearing bright apparel of questionable taste. A coure can also assume the shape of an incorporeal ball of light at will.

Coures stand 2 feet tall and weigh 20 pounds. They speak Celestial and Common.

Eladrins are chaotic good celestials, distant cousins to the neutral good guardinals and lawful good archons. The ranks of the eladrins include the bralani and ghaele.

Like all celestials, eladrins are advocates of good throughout the planes and staunch enemies of fiends. Their favorite causes include opposition to organized evil and tyrannical regimes, as well as combating the influence of devils.

Eladrins are no less beautiful than other celestials, but have a fey, somewhat wild look in comparison, for example, to the stately beauty of the archons.

Combat

Coures avoid physical combat, knowing that their small frames and tiny weapons are no match for many larger foes. Unless directly confronting minor evil outsiders such as imps, coures see combat as a prompt to seek out and befriend larger and more powerful celestials.

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

Spell-like Abilities: At will - dancing lights, detect evil, detect magic, faerie fire; 3/day - magic missile, sleep DC 13). Caster level 4th. The save DCs are Charisma-based.

Alternate Form (Su): A coure can assume the form of an Incorporeal ball of light at will. This transformation counts as a standard action. In this form, the coure can be harmed only by other incorporeal creatures, +1 or better magic weapons, spells, spell-like abilities, and supernatural abilities. In this form, the coure has a 50% chance to ignore any damage from a corporeal source, except for force effects or attacks made with ghost touch weapons. A coure in this form can pass through solid objects, but not force effects, at will. While incorporeal, its attacks ignore natural armor, armor, and shields, but deflection bonuses and force effects work normally against them. ln this form, a coure always moves silently and cannot be heard with Listen checks if it doesn't wish to be. While incorporeal, the coure sheds light if it wishes, providing illumination with any radius it wishes up to 30 feet. Changing the amount of light it sheds is a free action that the coure can perform once per round.

Magic Circle against Evil (Su): A magic circle against evil effect always surrounds the coure, as the magic circle against evil spell cast by an 8th-level sorcerer. (The defensive benefits of the circle are not included in the statistics above.)

Skills: Coures have a +4 racial bonus on Hide and Move Silently checks (included in the statistics above).

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.