Bralani
Medium Outsider (Chaotic, Eladrin, Extraplanar, Good) — CR 6
Bralani is a D&D 3.5 monster from —. CR 6, HD 6d8+18 (45 hp).
- Hit Dice
- 6d8+18 (45 hp)
- Initiative
- +8
- Speed
- land 40 ft, 40 ft., fly 100 ft. (perfect)
- Base Attack / Grapple
- +6/+10
- Attack
- +1 holy scimitar +11 melee or +1 holy composite longbow (+4 Str) +11 ranged or slam +10 melee
- Full Attack
- +1 holy scimitar +11/+6 melee or +1 holy composite longbow (+4 Str) +11/+6 ranged or slam +10 melee
- STR
- 18
- DEX
- 18
- CON
- 17
- INT
- 13
- WIS
- 14
- CHA
- 14
- Fort / Ref / Will
- +8 / +9 / +7
- Challenge Rating
- 6
- Alignment
- Always chaotic good
- Organization
- Solitary, pair or squad (3-5)
- Treasure
- no coins, double goods, standard items
- Level Adjustment
- +5
- Spell Resistance
- 17
Special Abilities
Whirlwind BlastAlternate Form
Feats
Description
A bralani's natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and good-aligned for the purpose of overcoming damage reduction.
A bralani remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does the bralani revert to any particular form when killed. A true seeing spell, however, reveals both forms simultaneously
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).