Bralani (CR 6)
Medium Outsider (Chaotic, Eladrin, Extraplanar, and Good)
Alignment: Always chaotic good
Initiative: +8 (+4 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., low-light vision, Listen +13, and Spot +13
Languages: Tongues SA
AC: 20 (+4 Dex, +6 natural), touch 14, flat-footed 16
Hit Dice: 6d8+18 (45 hp); DR: 10/cold iron or evil
Fort +8, Ref +9, Will +7
Speed: 40 ft., fly 100 ft. (perfect)
Space: 5 ft./5 ft.
Base Attack +6; Grapple +10
Attack: +1 holy scimitar +11 melee or +1 holy composite longbow (+4 Str) +11 ranged or slam +10 melee
Full Attack: +1 holy scimitar +11/+6 melee or +1 holy composite longbow (+4 Str) +11/+6 ranged or slam +10 melee
Damage: +1 holy scimitar 1d6+4/18-20, +1 holy composite longbow (+4 Str) 1d5+5/x3, slam 1d6+4
Special Attacks/Actions: Spell-like abilities, Whirlwind blast
Abilities: Str 18, Dex 18, Con 17, Int 13, Wis 14, Cha 14
Special Qualities: Alternate form, immunity to electricity and petrification, low-light vision, resistance to cold 10 and fire 10, SR 17
Feats: Alertness; Blind-fight; Improved Initiative
Skills: Concentration +12, Diplomacy +4, Escape Artist +13, Handle Animal +11, Hide +13, Jump 10, Listen +13, Move Silently +13, Ride +6, Sense Motive +11, Spot +13, Tumble +13, and Use Rope +4 (+6 with bindings)
Advancement: 7-12 HD (Medium), 13-18 (Large)
Climate/Terrain: Olympian Glades of Arboria
Organization: Solitary, pair or squad (3-5)
Treasure/Possessions: no coins, double goods, standard items
Source:
Monster Manual
A bralani's natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and good-aligned for the purpose of overcoming damage reduction.
Spell-like Abilities: At will - (DC 13), gust of wind (DC 14), mirror image, wind wall; 2/day - lightning bolt (DC 15), cure serious wounds (DC 15). Caster level 6th. The save DCs are Charisma-based.
Whirlwind Blast (Su): When in whirlwind form, a bralani can attack with a scouring blast of wind, dealing 3d6 points of damage in a 20-foot line (Reflex DC 16 half). The save DC is Constitution-based.
Alternate Form (Su): A bralani can shift between its humanoid and whirlwind forms as a standard action. In humanoid form it cannot fly or use its whirlwind blast, but it can use its spell-like abilities and its weapons. In whirlwind form, it can fly, make slam attacks and whirlwind blast attacks, and use spell-like abilities.
A bralani remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does the bralani revert to any particular form when killed. A true seeing spell, however, reveals both forms simultaneously
Chaotic Subtype
A subtype usually applied only to outsiders native to the chaotic-aligned Outer Planes. Most creatures that have this subtype also have chaotic alignments; however, if their alignments change they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a chaotic alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the chaotic subtype overcomes damage reduction as if its natural weapons and any weapons it wields were chaotic-aligned (see Damage Reduction).
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.
Good Subtype
A subtype usually applied only to outsiders native to the good-aligned Outer Planes. Most creatures that have this subtype also have good alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a good alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the good subtype overcomes damage reduction as if its natural weapons and any weapons it wields were good-aligned (see Damage Reduction).