Lumi Crusader (CR 8)

Medium Outsider (Extraplanar)
Alignment: Usually lawful neutral
Initiative: +3; Senses: clear vision, darkvision 60 ft., Listen +8, and Spot +9
Languages: Common, Lumi


AC: 21 (-1 Dex, +10 +2 full plate armor, +2 natural, amulet of natural armor +2), touch 9, flat-footed 21
Hit Dice: 8d8+32 plus 2d10+8 (87 hp)
Fort +14, Ref +3, Will +11
Speed: 30 ft. (20 ft. +2 full plate armor)
Space: 5 ft./5 ft.
Base Attack +8; Grapple +11
Attack: +1 greatsword +13 melee
Full Attack: +1 greatsword +13/+8 melee
Damage: +1 greatsword 2d6+5/17-20
Special Attacks/Actions: Spells, spell-like abilities, turn undead 8/day (+1, 2d6+7, 6th)
Abilities: Str 16, Dex 8, Con 18, Int 8, Wis 20, Cha 12
Special Qualities: body of light, clear vision, Floating head, outsider traits, positive energy aura, (2nd-level fighter/6th-level cleric)
Feats: Combat Casting; Extra Turning; Improved Critical (greatsword); Improved Initiative; Improved Sunder; Power Attack; Weapon Focus (greatsword)
Skills: Concentration +11 (+15 When Casting Defensively), Diplomacy +6, Heal +10, Knowledge (religion) +3, Knowledge (the Planes) +4, Listen +8, Search +6, Sense Motive +11, and Spot +9
Advancement: by character class
Climate/Terrain: Positive Energy Plane
Organization: Solitary, crusade (30-100 3rd-level fighters or clerics plus 1 crusader for every 10 members, 5 10th-level fighters or paladins, 3 12th-level clerics, and 1 17th-level paladin or fighter/cleric)
Treasure/Possessions: standard

Source: Monster Manual III

Typical cleric spells prepared (5/6/5/4; save DC 15 + spell level); 0 - cure minor wounds (2), detect magic, guidance, resistance; 1st - bless, divine favor(2), protection from chaos*, remove fear, shield of faith; 2nd - align weapon, bull's strength (2), heat metal*, silence; 3rd - dispel magic, prayer, protection from energy, searing light*

*Domain spell. Domains: law (cast law spells at +1 caster level) and sun (greater turning against undead 1/day).

Possessions: amulet of natural armor +2, +1 greatsword, +2 full plate armor, wand of cure light wounds.

Lumi Society

The lumi have a highly ordered society with a strict hierarchy based on their theology. Each settlement is more or less independent, though periodically the high ecclesiastics of many cities will gather in a hidden cathedral that floats alone in the positive energy plane. The lumi are dedicated to wiping our liars and other deceivers; they would like nothing more than to invade the Material Plane and execute every dishonest creature. Fortunately, their numbers are far too few for such a scourge - so far. The lumi's numbers are growing quickly. Some worry that within less than twenty years, the lumi may have enough soldiers to enact their envisioned cleansing. Such an invasion is likely to have grave consequences.

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.