Coure Eladrin (D&D creatures)

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Unofficial rules compendium

Coure Eladrin as Characters

Coure eladrins sometimes find themselves adventurers, either on a whim or because of the plots of the court of stars. Intensely curious, they sometimes get attacked to larger folk and follow them around, often adopting traits similar to their companions. Coure adventurers are motivated by curiosity and fun. They tend to take adventures less than seriously and seek unusual solutions to problems. They are good choices for players who like to play mischievous characters and want some magic to carry out their plans yet want to remain cheerful and good at all times.

The class is built around scaling the spell-like abilities. To begin with, coures are very weak and reliant on magic, becoming stronger and more resilient as they advance in level. They make excellent scouts, messengers and backup spellcasters.

Racial Traits

  • Starting Ability Score Adjustments: –-8 Str, +4 Dex. Coures are physically weak but make up for it with extreme nimbleness. A fully-developed coure has -4 Strength, +14 Dexterity, +2 Constitution, +2 Intelligence, +4 Charisma.
  • Tiny: As Tiny creatures, coures gain a +2 size bonus to Armor Class, a +2 size bonus on attack rolls, -8 penalty on grapple checks, and a +8 size bonus on Hide checks, but they must use smaller weapons than Medium-size creatures do, and their lifting and carrying limits are half of those of Medium-size characters. Gear scaled to coures weight 1/10 of normal and have half the normal cost.
  • Speed: Coure land speed is 20 feet.
  • Darkvision (ex): Coures can see with no light source at all out to 60 ft.. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise—invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
  • Outsider nature. Unlike most other living creatures, an outsider does not have a dual nature — its soul and body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on an outsider. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore it to life. Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish).
  • Skills: +4 racial bonus on Hide and Move Silently checks.
  • Nimble: Coures apply their Dex modifier instead of their Strength modifier to Climb and Jump checks.
  • Automatic Languages: Common, Celestial. Bonus Languages: Elven, Gnome, Halfling, Sylvan.
  • Favored Class: Coure Eladrin. The best multiclassing choices for a coure are bard, rogue, scout, and sorcerer.

Class Skills

The coure's class skills (and the key ability for each skill) are Concentration (Con), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Knowledge (the planes) (Int), Listen (Dex), Move Silently (Dex), Perform (Cha), Sense Motive (Dex), Spot (Wis).

Skill Points at First Level: (8 + Int modifier) x4.
Skill Points at Each Additional Level: 8 + Int modifier.

Class Features

All of the following are class features of the coure eladrin monster class.

Weapon and Armor Proficiency: Coures are proficient with all simple and martial weapons, but not with armor or shields. Any weapons a coure wields are treated as having the chaotic and good alignments for the purpose of overcoming damage reduction.

Coure Powers (Sp): Beginning at 1st level, a coure can use magic circle against evil, magic missile, sleep (DC 11 + Cha bonus), and tounges (self only) once each per level per day. The tounges and magic circle against evil abilities eventually become permanent. They can also use the following spell-like abilities at will: dancing lights, detect evil, faerie fire. Its caster level for all spell-like abilities is equal to its HD +2.

Energy Resistance (Ex): At 3rd level coure, as eladrins, gain resistance 5 to acid, electricity, and cold. At 6th level these resistances improve to 10.

Tongues (Su): At fourth level, coure eladrins can speak with any creature that has a language, as though using a tongues spell cast by a 14th-level cleric. This ability, once gained, is always active.

Immunities: At 5th level coure, as eladrins, are immune to electricity and petrification.

Magic Circle against Evil (Su): At sixth level, a magic circle against evil effect always surrounds the coure, as the magic circle against evil spell cast by an 8th-level sorcerer.

Alternate form (Su): A 7th level 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 enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal coure that is inside an object. In order to see farther from the object it is in and attack normally, the incorporeal coure must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal coure cannot pass through a force effect. 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.


Table: The Coure Eladrin

Level HD Fort Save Reflex Save Will Save Skill points Abilities Special
1st 1d8 +2 +2 +2 4x (8+Int bonus) -8 Str, +4 Dex Aligned weapons, coure powers, feat
2nd +2 Dex, +2 Cha Fly 20 ft. (perfect), natural armor +1
3rd +2 Str, +2 Con Fly 40 ft. (perfect), resistance (acid, cold, electricity) 5
4th +2 Dex, +2 Int Fly 60 ft. (perfect), natural armor +2, tounges
5th 2d8 +3 +3 +3 5x (8+Int bonus) - Immunity (electricity, petrification)
6th +2 Dex, +2 Cha Magic circle against evil, natural armor +3, resistance (acid, cold) 10
7th +2 Str, +2 Dex Alternate form, natural armor +4