Kalareem
Medium Outsider (Extraplanar) — CR 3
Kalareem is a D&D 3.5 monster from —. CR 3, HD 3d8+6 (19 hp).
- Hit Dice
- 3d8+6 (19 hp)
- Initiative
- +3
- Speed
- land 30 ft, 30 ft.
- Base Attack / Grapple
- +3/+4
- Attack
- Shard longsword +9 melee
- Full Attack
- 2 shard longswords +5 melee
- STR
- 13
- DEX
- 16
- CON
- 15
- INT
- 10
- WIS
- 14
- CHA
- 13
- Fort / Ref / Will
- +5 / +6 / +5
- Challenge Rating
- 3
- Alignment
- Always neutral
- Organization
- Company (2-4 3rd-level fighters) or squad (11-20 3rd-level fighters plus 2 7th-level fighters)
- Treasure
- Standard
- Level Adjustment
- +6
- Spell Resistance
- 15
Special Abilities
Mirror JumpReflective Spell ResistanceSonic VulnerabilityShard Spray
Feats
Description
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.
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.
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).
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.