Lumi (CR 2)
Medium Outsider (Extraplanar)
Alignment: Often lawful neutral
Initiative: +3; Senses: clear vision, darkvision 60 ft., Listen +7, and Spot +9
Languages: Common, Lumi
AC: 18 (-1 Dex, +7 half-plate armor, +2 heavy steel shield), touch 9, flat-footed 18
Hit Dice: 2d8+4 (13 hp)
Fort +5, Ref +2, Will +5
Speed: 30 ft. (20 ft. in half-plate armor)
Space: 5 ft./5 ft.
Base Attack +2; Grapple +3
Attack: masterwork morningstar +5 melee
Full Attack: masterwork morningstar +5 melee
Damage: Masterwork morningstar 1d8+1
Special Attacks/Actions: Spell-like abilities
Abilities: Str 13, Dex 8, Con 15, Int 10, Wis 15, Cha 10
Special Qualities: body of light, clear vision, Floating head, outsider traits
Feats: Improved Initiative; Weapon Focus (morningstar)
Skills: Concentration +7, Diplomacy +7, Heal +7, Knowledge (the Planes) +5, Listen +7, Search +7, Sense Motive +9, and Spot +9
Advancement: by character class
Climate/Terrain: Positive Energy Plane
Organization: Company (2-4 3rd level fighters or clerics), squad (11-20 3rd-level fighters or clerics plus 2 8th-level fighter/clerics and 1 12th-level cleric)
Treasure/Possessions: standard
Source:
Monster Manual III
Body of light (Su): A lumi's body is infused with a softly glowing positive energy. It is immune to all death spells, magical death effects, energy drain, and any negative energy effects (such as from inflict spells or chill touch).
Lumi are adapted to live on the positive energy plane. They never gain additional temporary hit points as a result of being on a plane with the major positive-dominant energy trait, and thus are never in danger of exploding when on the positive energy plane. They still gain full benefit from the fast healing ability of planes with any positive-energy trait.
A lumi sheds white light in a 5-foot radius at all times. It cannot voluntarily suppress this ability, though the light can be concealed by spells that create darkness.
Clear vision (Ex): a lumi cannot be blinded or dazzled by any effect. It can still be effectively blind due to concealment, such as by darkness or fog. It is specifically immune to color spray, rainbow pattern, searing light, sunbeam, sunburst, or other effects that use direct light as an attack form (such as a ghaele's light ray attack). Sun blades deal only nonlethal damage to a lumi.
Floating head (Ex): a lumi's head naturally floats a few inches above its shoulders. The creature can rotate its head in any direction but cannot raise, lower, or otherwise move its head away from where it floats; an unseen force prevents others from moving its head as well. Opponents who flank a lumi do not gain the normal +2 bonus on attack rolls. Lumi are immune to the decapitation power of a vorpal weapon. They may not be strangled and are immune to suffocation.
Spell-like abilities: At will - disrupt undead (DC 10), light; 3/day - cure light wounds, glitterdust (DC 12). Caster level 3rd.
Skills: a lumi has a +2 racial bonus on Search, Sense Motive, and Spot checks.
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.