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Pathfinder

Compendium

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Bralani

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Silver-white hair the color of a lightning strike whips about this poised elf-like archer, his eyes swirling with vibrant colors.

Bralanis are among the fiercest and wildest of the azatas, living from moment to moment and always on the lookout for chances to test their skill in battle. In addition to their elf-like forms, they can take the shape of whirlwinds of dust, snow, or sand. In the mortal realm, they are often mistaken for djinn. They delight in violent weather, not for the destructive qualities of such events, but for the intensity and energy, and many tales describe bralani as spirits who laugh as they sail amid the strongest storms.

Bralanis do not need to eat, but they enjoy doing so. Most prefer elven food, fiery human dishes, and spiced wine. Because of their similarities to elementals and fey, they sometimes act as intermediaries between mortals, elementals, and fey, though they prefer to arrange temporary truces that allow the interested parties to conduct their own negotiations on neutral ground. When taking the role of mediators—or whenever else such opportunities present themselves—bralani are quick to suggest friendly competitions or games to end disputes and enjoy creating challenges or complicated contests to test both physical and mental mortal prowess.

Special Abilities

Whirlwind Blast (Su) When in wind form, a bralani can attack with a scouring blast of wind, dealing 3d6 points of damage in a 20-foot line (Reflex DC 17 half). The save DC is Constitution-based.

Wind Form (Su) A bralani can shift between its humanoid body and a body made of wind and mist as a standard action. In humanoid form, it cannot fly or use its whirlwind blast. In wind form, it functions as if under the effects of a Wind walk Spell. It can make slam attacks and use spell-like abilities in either form. A bralani remains in one form until it chooses to assume its other form. A change in form cannot be dispelled, nor does the bralani revert to any particular form when killed (both shapes are its true form). A True seeing Spell reveals both forms simultaneously.

Attributes

AC
20, Touch 14, Flat-footed 16 (+4 Dex, +6 Natural)
Alignment
Cg
Base Atk
+7
CMB
+12
CMD
26
CR
CR 6
Cha
15
Con
19
Creature Type
Outsider (Azata, Chaotic, Extraplanar, Good, Shapechanger)
DR
10/cold Iron Or Evil
Dex
18
Environment
Any (Elysium)
Feats
Blind-fight , Improved Initiative , Iron Will , Skill Focus ( Perception )
Fort
+9
HP
66 (7d10+28)
Immune
Electricity, Petrification
Init
Cg Medium Outsider ( Azata , Chaotic , Extraplanar , Good , Shapechanger ) +8
Int
13
Languages
Celestial, Draconic, Infernal; Truespeech
Melee
+1 Scimitar +13/+8 (1d6+8/18-20) Or Slam +12 (1d6+7)
Organization
Solitary, Pair, Or Squad (36)
Ranged
+1 Composite Longbow +12/+7 (1d8+6/3)
Ref
+9
Resist
Cold 10, Fire 10
SQ
Wind Form
Senses
Darkvision 60 Ft., Low-light Vision; Perception +15
Size
Medium
Skills
Bluff +12, Fly +22, Handle Animal +12, Perception +15, Ride +14, Sense Motive +12, Stealth +14
Special Attacks
Whirlwind Blast
Speed
40 Ft., Fly 100 Ft. (Perfect)
Spell Resistance
17
Spell-Like Abilities
(Cl 6th) At Will— Blur , Charm Person (Dc 13), Gust Of Wind (Dc 14), Mirror Image , Wind Wall 2/day— Lightning Bolt (Dc 15), Cure Serious Wounds
Str
20
Treasure
Double ( +1 Scimitar , +1 Composite Longbow [+5 Str])
Will
+6
Wis
14
XP
2,400
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