Gloura (CR 7)
Medium Fey
Alignment: Often neutral good
Initiative: +5 (Dex); Senses: darkvision 60 ft., low-light vision, Listen +11, and Spot +11
Languages: Common, Sylvan, and Undercommon
AC: 22 (+5 Dex, +3 deflection, +4 mithral chain shirt) touch 18, flat-footed 17
Hit Dice: 7d6+14 (38 hp); DR: DR 10/cold iron
Fort +7, Ref +13, Will +9
Speed: 30 ft., fly 60 ft. (good)
Space: 5 ft./5 ft.
Base Attack +3; Grapple +3
Attack: +1 light mace +9 melee (1d6+1)
Full Attack: +1 light mace +9 melee (1d6+1)
Damage: -
Special Attacks: Spells
Abilities: Str 10, Dex 21, Con 14, Int 11, Wis 12, Cha 17
Special Qualities: unearthly grace
Feats: Self-Sufficient; Skill Focus (Heal); Weapon Finesse
Skills: Diplomacy +5, Heal +16, Knowledge (nature) +10, Listen +11, Perform (string instruments) +13, Sense Motive +11, Spot +11, and Survival +3 (+5 in above-ground natural environments)
Advancement: By character class
Climate/Terrain: Underground
Organization: Solitary
Treasure/Possessions: Standard (plus mithral chain shirt and +1 light mace)
Source:
Underdark
A beautiful humanoid creature with gray mothlike wings, silvery skin, and large, black eyes appears before you. She wears simple, homespun clothing and carries a slender white mace.
The rare and delicate glouras are the fey of the Underdark. The powerful magic of these creatures is more than sufficient to keep them safe from their foes. They are shy, elusive creatures who can sometimes be heard singing or playing caveharps far away, creating songs of heartstopping beauty. Glouras are sweet natured and nurturing, and endeavor to heal any injured animals, humanoids, or monstrous humanoids in the Underdark that they feel they can approach safely.
A gloura resembles a silver-skinned human with black eyes that seem too large for its face. From its back sprouts a pair of gray wings, like those of a moth. Glouras favor simple clothing, and most carry musical instruments, often caveharps.
All but the most evil of Underdark dwellers look on glouras with favor. Folk such as svirfneblin or slyths build small shrines at which they leave gifts of food, drink, and other tokens of appreciation for the deep fey who live near their lairs. The people of communities that do not have skilled healers often leave their sick or dying there, in the hopes that the deep fey may take pity on them and heal them.
Glouras speak Common, Sylvan, and Undercommon.
Combat
Glouras dislike combat and prefer to flee rather than fight. They recognize surface adventurers as folk who may not be as cruel or rapacious as some of the native Underdark races, so they often approach surface-world heroes to trade news and offer assistance.
Spells: A gloura casts arcane spells as a 7th-level bard.
Typical Spells Known (3/4/3/1; save DC 13 + spell level): 0-dancing lights, detect magic, ghost sound, know direction, mage hand, read magic; 1st - charm person, cure light wounds, expeditious retreat, silent image; 2nd - calm emotions, cure moderate wounds, invisibility, silence; 3rd - charm monster, displacement.
Unearthly Grace: A gloura gains a bonus to Armor Class and all saving throws that is equal to its Charisma modifier.
Devious Gloura
Though most glouras are good, some of these fey have turned toward evil. Devious glouras look exactly like benign ones, and they cultivate this resemblance as a means of protecting themselves and ensnaring victims. Devious glouras are capricious, vicious, greedy, and thoroughly evil individuals. They seek to acquire wealth by any means, but they prefer trickery to force.
Devious glouras tend to be nomadic, because any ruses they set up can never be perpetrated for long. It's dangerous for them to settle in any place for longer than a few tendays, since the locals are bound to catch on eventually.
Combat
Devious glouras use their spells for two main purposes. To get additional allies and enhance their strategic positions, they use spells such as charm monster or enthrall. To temporarily eliminate dangerous foes, they use spells such as confusion, sleep, or Tasha's hideous laughter.
Spells: A devious gloura casts arcane spells as a 7th-level bard.
Typical Spells Known (3/4/3/1; save DC 13 + spell level): 0 - dancing lights, daze, detect magic, ghost sound, lullaby, read magic; 1st - hypnotism, sleep, Tasha's hideous laughter, undetectable alignment; 2nd - blindness/deafness, detect thoughts, enthrall, invisibility; 3rd - charm monster, confusion.