Tulani
Medium Outsider (Chaotic, Eladrin, Extraplanar, Good) — CR 18
Tulani is a D&D 3.5 monster from —. CR 18, HD 18d8+108 (189 hp).
- Hit Dice
- 18d8+108 (189 hp)
- Initiative
- +10
- Speed
- land 40 ft, 40 ft., fly 90 ft. (perfect)
- Base Attack / Grapple
- +18/+23
- Attack
- +4 brilliant energy holy longsword +27 melee or dream ray +24 ranged touch (1d6 Cha)
- Full Attack
- +4 brilliant energy holy longsword +27/+22/+17/+12 melee or dream ray +24 ranged touch
- STR
- 20
- DEX
- 22
- CON
- 22
- INT
- 24
- WIS
- 24
- CHA
- 26
- Fort / Ref / Will
- +17 / +17 / +18
- Challenge Rating
- 18
- Alignment
- Always chaotic good
- Organization
- Solitary or court (1 plus 3-12 coures, 2-8 firres, and 1-4 ghaeles, with a 50% chance of 1-6 bralanis or 1 shiradi)
- Treasure
- Double standard
- Level Adjustment
- +10
- Spell Resistance
- 30
Special Abilities
Dream RayGazeSword of LightAlternate FormProtective AuraEnergy ResistanceTongues
Feats
Description
A tulani's natural weapons, as well as any weapons it wields, are treated as having the chaotic and good alignments for the purpose of overcoming damage reduction.
A tulani's alternate form is that of a 4-foot-radius scintillating sphere of rainbow-hued light.
The following abilities are always active on the tulani's person, as the spells cast by an 18th-level sorcerer: blessed sight, detect law, detect magic, magic circle against evil (20-foot radius), and true seeing. These abilities may be dispelled, but the tulani can reactivate them as a free action.
Even when hit by spells or magic weapons, it has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects, such as magic missile, or attacks made with ghost touch weapons).
A tulani remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does the tulani revert to any particular form when killed. A true seeing spell, however, reveals both forms simultaneously
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.
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).