Sillit (CR 6)

Medium Outsider (Extraplanar)
Alignment: Always neutral
Initiative: +6 (+2 Dex, +4 Improved Initiative); Senses: Listen +14 and Spot +14
Languages: Nerra, Common


AC: 21 (+2 Dex, +4 chainmail, +5 natural) touch 12, flat-footed 20
Hit Dice: 7d8+14 (45 hp)
Fort +7, Ref +7, Will +7
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +7; Grapple +8
Attack: Shard longsword +12 melee
Full Attack: Shard longsword +12 melee
Damage: Shard longsword 1d8+3 plus wounding
Special Attacks/Actions: Shard spray, spell-like abilities
Abilities: Str 13, Dex 15, Con 14, Int 17, Wis 14, Cha 18
Special Qualities: Cold resistance 15, electricity resistance 15, fire resistance 15, mirror jump, outsider traits, reflective SR 19, sonic vulnerability
Feats: Alertness; Exotic Weapon Proficiency (shard longsword) (B); Improved Initiative; Weapon Finesse; Weapon Focus (shard longsword) (B)
Skills: Bluff +14, Diplomacy +8, Disguise +14 (+16 acting), Gather Information +14, Hide +12, Intimidate +16, Knowledge (the planes) +13, Listen +14, Move Silently +12, Search +12, Sense Motive +14, Spot +14, and Survival +2 (+4 following tracks or on other planes)
Advancement: By character class
Climate/Terrain: Any land and underground (Plane of Mirrors)
Organization: Solitary, pair, company (1 2 plus 2-9 kalareems and 11-20 varoots)
Treasure/Possessions: Standard

Source: Fiend Folio

Mirror Jump (Su): Nerras can move through mirrored and reflective surfaces at will. This effect is similar to shadow walk, but the nerra travels along the Plane of Mirrors. As a standard action, the nerra must touch a mirror or other highly reflective surface. The nerra then exits from another mirror that is no farther than 1 mile away.

If a nerra touches a regular mirror, the mirror jump happens automatically. A nerra can also touch a highly reflective surface, such as a polished metal shield or armor. This surface must be clear glass, a still pool of water, or shiny metal. There is a 30% chance that the surface is reflective enough for the nerra to make the mirror jump. However, a nerra can only enter a non-mirrored surface - it can return only through a normal mirror.

If another mirror is not within the range of the mirror jump, the nerra must wander the Plane of Mirrors and exit through another random mirror portal.

Outsider Traits: Nerras have darkvision (60-foot range). They cannot be raised or resurrected (though a wish or miracle spell can restore life).

Reflective Spell Resistance (Sp): A nerra has a special type of spell resistance that causes any targeted spell it successfully resists to bounce off and reflect back at the caster. The caster becomes either the spell's target or the point of origin for the spell's effect, as appropriate. In addition, nerras are immune to gaze attacks, and such an effect is reflected back to its origin.

Shard Weapon Specialty: All nerra receive a bonus Exotic Weapon Proficiency feat with at least one shard weapon. Many also gain a bonus Weapon Focus feat for one or more types of shard weapon.

Sonic Vulnerability (Ex): All nerras take half again as much (50%) damage as normal from an attack involving sonic energy, regardless of whether a saving throw is allowed, or if the save is a success or a failure.

Sillits do not like melee combat and engage opponents only if absolutely necessary. They make extensive use of their spell-like abilities and mirror jump ability to get out of situations that can be avoided, but they wield their shard swords with deadly accuracy if called upon.

A sillit can be summoned using a summon monster VI spell.

Shard Spray (Su): Three times per day, a sillit can release a shard spray. It is exactly as the kalareem's shard spray, but it deals 1d6 points of damage per level of the sillit (maximum 5d6).

Spell-like Abilities: At will - change self, false vision mirror image; 3/day - mislead. Caster level 16th; save DC 14 + spell level.

Shard Weapon

Nerras employ swords and daggers that are made out of the substance of the Plane of Mirrors. They resemble shards of a broken mirror that have been set into a shiny hilt. Despite their fragile appearance, shard weapons are incredibly tough, deadly, and razor-sharp. Shard weapons leave terrible wounds that bleed incessantly.

Shard weapons are +2 wounding weapons. In the hands of someone without the appropriate Exotic Weapon Proficiency feat, the weapon is awkward (-4 penalty wielder's on attack rolls) and contributes only its enhancement bonus, not the wounding ability, on any attacks made with it.

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.