Abilities
- Becomes non-corporeal ball of light
- Fast speeds in light form
- Tiny enchanted weapons
- Innate spellcasting (including magic missile)
- Flight
Appearance
Coure eladrins resemble tiny, slender elves with long, gossamer wings trailing from their shoulders. They appear in a variety of improbable colors and are fond of wearing bright apparel of questionable taste.
Size
Hero Forge: 6'6" (XL)
Lore: Small/Tiny (2 feet)
Suggested: Tiny to Small
Other Monikers
Forest mischief-makers
Home Plane
Arborea
Stat Block
Description
(From Planescape Monstrous Compendium Appendix II - 1995):
The smallest eladrins are the coures - tiny, spritelike creatures who can be found throughout Arborea. They're messengers, scouts, pranksters, and mischief-makers who pester and annoy any travelers or more serious eladrins they run across. The coures' jests are not meant maliciously; in fact, it's hard for even the most dour Doomguard to hang on to a frown when a flock of coure eladrins is dancing around his head.
Despite their senses of humor and boundless energy for song, dance, and jest, coure eladrins take a definite turn for the serious when confronting evil creatures. Harmless pranks develop into skilled guerilla tactics of hit-and-run nuisance attacks while messengers are sent to summon more suitable opposition to the threat.
Great numebrs of coure eladrins live within the wild forests and deepriven gorges of Olympus, the first layer of Arborea. They gather in bands known as faerie circles or faerie courts. Unlike their larger cousins, the coures have a much closer connection to the land and linger in a favorite grove or mountainside for centuries before moving on. The coures of a faerie circle can be fiercely protective of their enchanted homes and may stand up to far more powerful invaders if necessary.
The coures are the commoners of the eladrins. Like most eladrins, they look after their own affairs, but swarms of them can also be found as attendants to move powerful firre or tulani courts. Among more powerful eladrins, coures're messengers, heralds, or pages.
Coures are creatures of starlight and darkness. By day they spend much of their time sleeping, wrapping themselves in their gossamer wings.
Combat: Combat isn't the main strength of a coure. These tiny eladrins go to great lengths to avoid physical confrontations, choosing flight over battle against all but the weakest foes. The only time coure eladrins gladly seek battle is when confronting their nemeses, the imps of Baator or the Abyss (They're not fond of mephits, either).
If a coure is forced to fight, she attacks with miniature weapons scaled perfectly to her size. Short swords and rapiers are favored; they're treated as daggers +1. Like their larger cousins, the bralani, coures're also archers of surprising skill; they gain a +4 attack bonus with their tiny bows, and their silver arrows are treated as darts +1.
As noted above, coures can assume the shape of a non-corporeal ball of light. If a coure wins initiative, she can make this change immediately after attacking. In this form, the coure is AC 0 and can fly at twice her normal speed. The coure has no physical attack as a globe of faerie-light, but in humanoid form she can cast a magic missile up to 3 times per day.
(From The Book of Exalted Deeds - 2003):
This sprightly creature appears as a tiny, slender elf clad in bright apparel with unruly, glistening hair and long, gossamer wings that trail from its shoulders.
The smallest of the eladrins, the spritelike coures embody carefree wandering, celebrating life as a joyous dance. They often serve more powerful beings as messengers and scouts, provided those they serve can tolerate their erratic humor and near endless pranks. Coures exist to laugh. They prefer a star-filled night in the open to any other time or place, preferring to reveal their pranks and dance only in their own faerie light.
Coure eladrins appear in a variety of improbable colors and are fond of wearing bright apparel of questionable taste. A coure can also assume the shape of an incorporeal ball of light at will.
Coures stand 2 feet tall and weigh 20 pounds. They speak Celestial and Common.
Combat: Coures avoid physical combat, knowing that their small frames and tiny weapons are no match for many larger foes. Unless directly confronting minor evil outsiders such as imps, coures see combat as a prompt to seek out and befriend larger and more powerful celestials.
Any weapons a coure wields are treated as having the chaotic and good alignments for the purpose of overcoming damage reduction.
Spell-Like Abilities: At will—dancing lights, detect evil, detect magic, faerie fire; 3/day—magic missile, sleep (DC 13). Caster level 4th. The save DCs are Charisma based.
Alternate Form (Su): A coure can assume the form of an incorporeal ball of light at will. This transformation counts as a standard action. In this form, the coure can be harmed only by other incorporeal creatures, +1 or better magic weapons, spells, spell-like abilities, and supernatural abilities. In this form, the coure has a 50% chance to ignore any damage from a corporeal source, except for force effects or attacks made with ghost touch weapons. A coure in this form can pass through solid objects, but not force effects, at will. While incorporeal, its attacks ignore natural armor, armor, and shields, but deflection bonuses and force effects work normally against them. In this form, a coure always moves silently and cannot be heard with Listen checks if it doesn’t wish to be. While incorporeal, the coure sheds light if it wishes, providing illumination with any radius it wishes up to 30 feet. Changing the amount of light it sheds is a free action that the coure can perform once per round.
Magic Circle against Evil (Su): A magic circle against evil effect always surrounds the coure, as the magic circle against evil spell cast by an 8th-level sorcerer. (The defensive benefits of the circle are not included in the statistics above.)
Skills: Coures have a +4 racial bonus on Hide and Move Silently checks (included in the statistics above)
5th Edition Homebrew Stat Block:
Coure Eladrin
Tiny Fey, Chaotic Good
Armor Class 15 (20 in light form)
Hit Points 6 (2d4+1)
Speed 10 ft., fly 30 ft. (60 ft. as a ball of light)
STR 2 (-4), DEX, 20 (+5), CON 12 (+1), INT 13 (+1), WIS 12 (+1), CHA 16 (+3)
Skills Deception +8, Perception +3, Stealth +7,
Senses Darkvision 60 ft., Passive Perception 13
Languages Celestial, Sylvan
Challenge 2 (450 XP)
Proficiency Bonus +2
Magic Resistance. The coure has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. The coure’s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:
At will: alter self, comprehend languages, cure wounds, dancing lights, detect good & evil, detect magic, minor illusion, phantasmal force
3/day each: faerie fire, magic missile, sleep, Tasha’s hideous laughter
1/day: Otto's Irresistible Dance
Actions
Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d4+6) slashing damage.
Shortbow. Ranged Weapon Attack: +8 to hit, range 40/160 ft., one target. Hit: 7 (1+6) piercing damage.
Bonus Actions
Faerie Light. As a bonus action, the coure can transform into a tiny, non-corporeal ball of faerie light, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed into the new form. In light form, the coure emits bright light in a 5 foot radius and dim light for an additional 10 feet. The coure cannot attack or cast spells in this form, but gains an AC of 20, a movement speed of 60, and is immune to nonmagical attacks.
Sources
- Book of Exalted Deeds (2003)
- Planescape Monstrous Compendium Appendix II (1995)