Sillit
Medium Outsider (Extraplanar) — CR 6
Sillit is a D&D 3.5 monster from —. CR 6, HD 7d8+14 (45 hp).
- Hit Dice
- 7d8+14 (45 hp)
- Initiative
- +6
- Speed
- land 30 ft, 30 ft.
- Base Attack / Grapple
- +7/+8
- Attack
- Shard longsword +12 melee
- Full Attack
- Shard longsword +12 melee
- STR
- 13
- DEX
- 15
- CON
- 14
- INT
- 17
- WIS
- 14
- CHA
- 18
- Fort / Ref / Will
- +7 / +7 / +7
- Challenge Rating
- 6
- Alignment
- Always neutral
- Organization
- Solitary, pair, company (1 2 plus 2-9 kalareems and 11-20 varoots)
- Treasure
- Standard
- Level Adjustment
- +18
- Spell Resistance
- 19
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.
Sillits do not like melee combat and engage opponents only if absolutely necessary. They make extensive use of their spell-like abilities and mirror jump ability to get out of situations that can be avoided, but they wield their shard swords with deadly accuracy if called upon.
A sillit can be summoned using a summon monster VI spell.
Shard Weapon
Nerras employ swords and daggers that are made out of the substance of the Plane of Mirrors. They resemble shards of a broken mirror that have been set into a shiny hilt. Despite their fragile appearance, shard weapons are incredibly tough, deadly, and razor-sharp. Shard weapons leave terrible wounds that bleed incessantly.
Shard weapons are +2 wounding weapons. In the hands of someone without the appropriate Exotic Weapon Proficiency feat, the weapon is awkward (-4 penalty wielder's on attack rolls) and contributes only its enhancement bonus, not the wounding ability, on any attacks made with it.
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.