Selendis, Hunter of Kord | Monster | Dungeons & Dragons 3.5 | Statblocks & Sheets | World Anvil

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Selendis, Hunter of Kord - CR: 18
SpeciesEladrin
SubspeciesTulani
Sizemedium
Typeoutsider (extraplanar)
Hit Dice18d8+108
Speed40ft, fly 90ft (perfect)
AbilitiesStr 16, Dex 26, Con 22, Int 24, Wis 24, Cha 26
Special QualitiesAcid and cold resistance 10, alternate from, bardic music, eladrin subtype, damage reduction 15/cold iron or unholy, protective auras, spell resistance 30, tongues, +4 racial bonus on saves against poison
AlignmentChaotic good
Skills
Bluff +29, Concentration +27, Diplomacy +33, Disguise +8 (+10 acting), Gather Information +31, Hide +29, Intimidate +31, Knowledge (arcana) +17, Knowledge (local) +28, Knowledge (nature) +18, Knowledge (the planes) +28, Listen +28, Move Silently +29, Perform (any one) +29, Sense Motive +28, Sleight of Hand +10, Spellcraft +30, Spot +28, and Survival +7 (+9 in aboveground natural environments or on other planes)
Feats
Dodge, Improved Initiative, Mobility, Precise Shot, Point Blank Shot, Purify Spell-Like Ability, Words of Creation
Combat
Initiative+12
Armor Class (AC)38 (+8 Dex, +20 Natural), touch 18, flat-footed 30
Base Attack+18/+23
Attack+4 haste holy seeking composite longbow +30 ranged (1d8+7/x3 plus 2d6 holy) or dream ray +24 ranged touch (1d6 cha)
Full Attack+4 haste holy seeking composite longbow +30/+25/+20/+15 ranged (1d8+7/x3 plus 2d6 holy) or dream ray +24 ranged touch (1d6 cha)
Special AttacksDream ray, gaze, spell-like abilities, bow of light
SavesFort +17 (+21 against poison), Ref +19, Will +18
Description
Combat
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.

Dream Ray (Su): In globe form, a tulani can fire a coruscating ray of light with a range of 300 feet. The ray deals 1 d6 points of temporary Charisma damage with a successful hit. Any non-evil creature reduced to 0 Charisma by the dream ray falls into a dream-filled coma. An evil creature reduced to 0 Charisma falls into a nightmare-wracked coma and takes 1d10 points of damage plus an additional 1d10 points of damage per hour spent in the comatose state. A creature awakens from its coma if its Charisma is raised to 1 or higher. This is a mind-affecting effect.

Gaze (Su): Slay evil creatures of 5 HD or fewer, range 60 feet, Will DC 27 negates. The DC is Charisma-based.

Spell-like Abilities: At will - chain lightning (DC 29) (damage increased by one-half as if affected by the Empower Spell metamagic feat), mass charm monster (DC 31), cure serious wounds (DC 26), dancing lights, detect thoughts (DC 25), dispel magic, divine favor, haste (DC 26), greater invisibility (DC 27), major image (DC 26), polymorph any object (DC 31), righteous smite (DC 30), greater teleport (self and 50 pounds of gear only), telekinesis (DC 28), wall of force; 1/day - heal (DC 29), meteor swarm (DC 32), power word kill, time stop. Caster level 18th. The save DCs are Charisma-based.

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.

Bow of Light (Su): A tulani can create a +4 haste holy seeking Composite Longbow (strength rating of 4) at will as a free action. If the tulani dies or loses physical contact with the longbow, the longbow disappears instantly.

Alternate Form (Su): A tulani can shift between its humanoid and globe forms as a standard action. In humanoid form, it cannot fly or use its dream rays, but it can use its gaze attack and spell-like abilities, make physical attacks, and cast spells. In globe form, it can fly, use its dream rays, and use spell-like abilities, but it cannot cast spells or use its gaze attack. The globe form is incorporeal, and a tulani has no Strength score while in that form. While incorporeal, a tulani can be harmed only by other incorporeal creatures, +1 or better magic weapons (though its damage reduction still applies as well), and spells, spell-like abilities, or supernatural abilities. It is immune to all non-magical attack forms.

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

Bardic Music: Tulanis use the bardic music ability as 18th-level bards. Tulanis can use or maintain concentration on one such ability per round as a free action, requiring no instrument other than their unearthly voices.

Protective Aura (Su): As a free action, a tulani can surround itself with a nimbus of light having a radius of 20 fet. This acts as a double-strength magic circle against evil and as a lesser globe of invulnerability both as cast by a cleric whose level equal to the tulani's Hit Dice.

Created by

PotatoSack.

Statblock Type

Monster

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