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====Eladrin, Coure==== Tiny Outsider (Chaotic, Eladrin, Extraplanar, Good); CR 2; HD 2d8+[[6]]; '''hp [[15]]''' '''Init''' +7; '''Spd''' 20ft. fly 60 ft. (perfect) '''Space/Reach''' 2 1/2 ft./0 ft.; '''AC''' 23 (+2 size, +7 Dex, +4 natural), touch 18, flatfooted 15; Base Atk +2; Grp –[[6]] '''Atk''' Tiny dagger +11 melee (1d2+[[0]]); '''Full Atk''' Tiny dagger +11 melee (1d2+[[0]]) '''SA''' Spell-like abilities; '''SQ''' Alternate form, eladrin subtype, immunity to electricity and petrification, magic circle against evil, resistance to acid 10 and cold 10, tongues; '''AL''' CG; SV '''Fort +[[6]] (+[[10]] vs poison), Ref +10, Will +3'''; [[Str 10]], Dex 24, [[Con 16]], Int 12, Wis 10, Cha 14 '''Skills:''' Concentration +6, Diplomacy +9, Escape Artist +12, Hide +24, Knowledge (the planes) +6, Listen +5, Move Silently +16, Sense Motive +5, Spot +5, Survival +[[2]] (+[[4]] on other planes), Use Rope +7 (+9 bindings) '''Feats:''' Weapon Finesse '''Spell-Like Abilities:''' At will- dancing lights, detect evil, detect magic, faerie fire; 3/day- magic missile, sleep (DC 13). Caster level 4th. The save DC’s are Charisma-based. '''Alternate Form (Su):''' A coure can assume the form of an incorporeal ball of light at will. This transformation counts as a standard action. In this form, the coure can be harmed only by other incorporeal creatures, +1 or better magic weapons, spells, spell-like abilities, and supernatural abilities. In this form, the coure has a 50% chance to ignore any damage from a corporeal source, except for force effects or attacks made with ghost touch weapons. A coure in this form can pass through solid objects, but not force effects, at will. While incorporeal, its attacks ignore natural armor, armor, and shields, but deflection bonuses and force effects work normally against them. In this form, a coure always moves silently and cannot be heard with Listen checks if it doesn’t wish to be. While incorporeal, the coure sheds light if it wishes, providing illumination with any radius it wishes up to 30 feet. Changing the amount of light it sheds is a free action that the coure can perform once per round. '''Magic Circle against Evil (Su):''' A magic circle against evil effect always surrounds the coure, as the magic circle against evil spell cast by an 8th-level sorcerer. (The defensive benefits of the circle are not included in the statistics above.) '''Skills():''' Coures have a +4 racial bonus on Hide and Move Silently checks (included in the statistics above). '''Immunities:''' Eladrins are immune to electricity and petrification. They have a +4 racial bonus on saves against poison. '''Energy Resistance (Ex):''' Eladrins have resistance to acid 10 and cold 10. '''Tongues (Su):''' Eladrins can speak with any creature that has a language, as though using a tongues spell cast by a 14th-level cleric. This ability is always active. '''Outsider Traits:''' Eladrins have darkvision (60-foot range). They cannot be raised or resurrected (though a wish or miracle spell can restore life).
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