Size
Hero Forge: 8'9" (XXL)
Lore: Medium (6 ft.)
Suggested: Medium
Other Monikers
Knights Errant, Fey Errant
Abilities
- Radiant Glare causes fear (death to evil creatures)
- Incandescent Longsword
- Transforms into incorporeal globe of eldritch colors that shoot rays of deadly light
- Aura of Protection from Evil
- Permanent globe of invulnerability on itself, protection from normal missiles
- Transforms into mortal veils to appear as any humanoid
- Innate Spellcasting
Appearance
Ghaeles resemble tall, athletic high elves. They might easily be taken for noble elves if not for their pearly, opalescent eyes and radiant aura. Of course, a ghaele may be wearing any manner of mortal guise when encountered away from Arborea. Ghaele eladrins can also take the form of an incorporeal globe of eldritch colors, 5' in diameter.
Home Plane
Arborea
Stat Block
- 5e: Try homebrew below
- 3.5e: Realmshelps.net, Monster Manual I (2003)
- 2e: Planescape Monstrous Compendium Appendix II (1994)
Description
(From Planescape Monstrous Compendium Appendix II - 1995):
In the Year of the Riven Shield, the exiled Prince Haltharad kind-hearted and compassionate, but his mission against evil raised an army to contest the rule of Gelfiydd the Usurper. The weighs on his mind; even in blissful Arborea, he's wondering mysterious skald Eromydd was the chief adviser to Ilaltharad, how things arc going back on the last prime world hc left. His tempering the young prince's wrath with words of wisdom, frequent work with mortals and use of mortal veils makes him standing beside him when Gelfiydd's sword-thanes threatened the most serious and heavy-hearted of the eladrins. Better than to take the rebel banner at the Battle of Two Bridges. By the any others of his kind, he knows 1 time the year was out, Haltharad stood crowned as king, and GelJydd was dead by his hand. Eromydd vanished the day of the coronation, never to be seen again.
- The Saga of Haltharad
The ghaeles are the knights errant of the eladrins. Wherever evil and tyranny raise their ugly heads, the ghaeles respond. Working behind the scenes, they quietly muster resistance and offer guidance to any creatures of good heart with the courage to stand against their oppressors. More than any other eladrins, the ghaeles are accustomed to working from behind the veil.
Ghaele eladrins can also take the form of an incorporeal globe of eldritch colors, 5' in diameter.
The ghaeles are advisers and counselors to the great tulani eladrins, lords of the eladrin courts. It's quite rare to find two or more ghaeles gathered together, but on rare occasions several may be in the service of one tulani. A ghaele is kind-hearted and compassionate, but his mission against evil weighs on his mind; even in blissful Arborea, he's wondering how things are going back on the last prime world he left. His frequent work with mortals and the use of mortal veils makes him the most serious and heavy-hearted of the eladrins. Better than any others of his kind, he knows how hard it is to be human.
Combat: In demihuman form, ghaeles favor incandescent long swords +4 that inflict an extra Id10 points of positive energy damage to any evil foe struck. Evil creatures of fewer than 5 Hit Dice meeting the gaze of an angry ghaele must successfully save versus spell or be slain; even if they succeed in their saving throw, they are stricken with fear for 2d10 rounds. Evil creatures of 5 Hit Dice or more, or any nonevil opponent, suffer the fear effect only if they miss their save; they are unaffected if they succeed. The ghaele's gaze has a range of 60 feet.
In their light form, ghaeles attack by firing beams of brilliant light that sear their enemies for 2d12 points of damage per strike. The beams have a range of 100 yards and stri with a +4 attack bonus. The ghaeles can't gaze in this form.
At all times, the ghaele is surrounded by a nimbus of light that functions as a double-strength protection from evil in a 20-foot radius. The nimbus also has the properties of a minor globe of invulnerability and confers protection from normal missiles on the ghaele. In addition, a ghaele has the spell ability of a 14th-level priest and can use the following spell-like powers once per round: advanced illusion, charm monster, color spray, continual light, dancing lights, detect invisibility, dispel magic, ESP, hold monster, improved invisibility, polymorph any object, prismatic spray, telekinesis, teleport without error, wall of force, or cast a 12d8 chain lightning bolt.
The ghaele can be hit only by weapons of +3 or greater 'enchantment, or by cold-wrought iron weapons
(From 3.5e Monster Manual I - 2003):
This creature resembles an elf with a noble bearing. It has pearly, opalescent eyes and seems to give off a radiant aura.
Ghaeles are the knights-errant of the celestials. Wherever evil and tyranny raise their ugly heads, the ghaeles respond. Working behind the scenes more than other eladrins, ghaeles quietly muster resistance and offer guidance to any of good heart with the courage to stand against their oppressors.
A ghaele can take the form of an incorporeal globe of eldritch colors, 5 feet in diameter.
A ghaele is about 6 feet tall and weighs about 170 pounds. Ghaeles speak Celestial, Infernal, and Draconic, but can communicate with almost any creature, thanks to their tongues ability.
Combat: Ghaeles who enter combat prefer direct confrontation and damaging attacks to more subtle or insidious methods. They usually fight in their humanoid form, wielding incandescent +4 holy greatswords. If a ghaele desires mobility, it assumes its globe form and blasts the enemy with light rays.
A ghaele’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—aid, charm monster (DC 17), color spray (DC 14), comprehend languages, continual flame, cure light wounds (DC 14), dancing lights, detect evil, detect thoughts (DC 15), disguise self, dispel magic, hold monster (DC 18), greater invisibility (self only), major image (DC 16), see invisibility, greater teleport (self plus 50 pounds of objects only); 1/day—chain lightning (DC 19), prismatic spray (DC 20), wall of force. Caster level 12th. The save DCs are Charisma-based.
Spells: Ghaeles in humanoid form can cast divine spells as 14th-level clerics. A ghaele has access to two of the following domains: Air, Animal, Chaos, Good, or Plant (plus any others from its deity). The save DCs are Wisdom-based.
Typical Cleric Spells Prepared (6/7/7/6/5/4/4/3; save DC 13 + spell level): 0—cure minor wounds, detect magic, guidance, light, resistance, virtue; 1st—bless, calm animals*, command, divine favor, obscuring mist, sanctuary, shield of faith; 2nd—aid, align weapon, bear ’s endurance, hold animal*, lesser restoration, remove paralysis, zone of truth; 3rd—daylight, gaseous form*, prayer, remove curse, searing light, water breathing; 4th—death ward, dismissal, divine power, restoration, summon nature’s ally IV (animal)*; 5th—control winds*, flame strike, raise dead, true seeing; 6th—banishment, blade barrier, chain lightning*, heal; 7th—animal shapes*, holy word, summon monster VII.
*Domain spell. Domains: Air and Animal.
Gaze (Su): In humanoid form—slay evil creatures of 5 or less HD, range 60 feet, Will DC 18 negates. Even if the save succeeds, the creature is affected as though by a fear spell for 2d10 rounds. Nonevil creatures, and evil creatures with more than 5 HD, must succeed on a DC 18 Will save or suffer the fear effect. The save DCs are Charisma-based.
Light Ray (Ex): A ghaele in globe form can project light rays with a range of 300 feet. This attack overcomes damage reduction of any type.
Alternate Form (Su): A ghaele can shift between its humanoid and globe forms as a standard action. In humanoid form, it cannot fly or use its light rays, but it can use its gaze attack and spell-like abilities, make physical attacks, and cast spells. In globe form, it can fly, use its light rays, and use spell-like abilities, but it cannot cast spells or use its gaze attack. The globe form is incorporeal, and the ghaele has no Strength score while in that form.
A ghaele remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does the ghaele revert to any particular form when killed. A true seeing spell or ability, however, reveals both forms simultaneously.
Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the ghaele. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals ghaele’s HD). (The defensive benefits from the circle are not included in a ghaele’s statistics block.)
5th Edition Homebrew Stat Block:
Ghaele Eladrin
Medium Fey (Elf), Neutral Good
Armor Class 26 (19 natural armor + mithril half plate)
Hit Points 241 (22d8+98)+44
Speed 40 ft.
STR 22 (+6), DEX 20 (+5), CON 22 (+6), INT 18 (+4), WIS 22 (+6), CHA 24 (+7)
Skills Acrobatics +10, Athletics +10, History +9, Insight +11, Perception +11, Persuasion +12
Damage Resistances Cold, Fire, Radiant, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities: Force, Lightning
Senses Darkvision 60 ft., Passive Perception 22
Languages Common, Celestial, Elvish, Sylvan
Challenge 17 (10,000 XP)
Proficiency Bonus +5
Radiant Nimbus. At all times, the eladrin is surrounded by a nimbus of light that functions as a Protection from Evil & Good spell, affecting itself and all creatures of the eladrin’s choice within 20 feet. The nimbus also serves as a permanent Globe of Invulnerability cast on the eladrin, and any ranged attacks on the eladrin that are nonmagical must be rolled at disadvantage.
Fey Step (Recharge 4–6). As a bonus action, the eladrin can teleport up to 30 feet to an unoccupied space it can see.
Magic Resistance. The eladrin has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. The eladrin casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16):
At will: alter self, charm monster, comprehend languages, cure wounds, detect evil, detect thoughts, phantasmal force, see invisibility
3/day each: greater invisibility, hold monster, polymorph, programmed illusion, telekinesis
2/day each: chain lightning, prismatic spray, teleport, wall of force
Actions
Multiattack. In its true form, the eladrin can use its Regiant Glare ability, then make three attacks with its Incandescent Longsword. In its eldritch light form, the eladrin can make three Radiant Beam attacks. In both forms, the eladrin can replace one attack with a use of Spellcasting.
Incandescent Longsword (true form only). Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 15 (1d8+10) slashing damage, or 16 (1d10+8) slashing damage if used with two hands, plus 22 (5d8) radiant damage.
Radiant Beam (Eldritch Light form only). +12 to hit, range 100/400 ft., one target. Hit: 26 (4d12) radiant damage.
Radiant Glare (true form only). Each creature of the eladrin’s choice that it can see within 60 feet that is aware of the eladrin must succeed on a DC 20 Wisdom saving throw. Any evil-aligned aberration, fiend, monstrosity or undead of CR 5 or below that fails the save is immediately destroyed, or is frightened of the eladrin for one minute on a successful save. Any other creature that fails the save becomes frightened of the eladrin for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the frightened effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to any eladrin’s Radiant Glare for the next 24 hours.
Eldritch Light Form. As an action, the eladrin can transform into an incorporeal globe of eldritch colors 5 feet in diameter, 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 eldrtch light form, the eladrin emits bright light in a 30 foot radius and dim light for an additional 30 feet. Being incorporeal, the eldritch light form cannot attack with weapons; it has an AC of 24, a fly speed speed of 120, and is immune to psychic and radiant damage, as well as nonmagical attacks.
The eldritch light can enter a hostile creature’s space and stay there, and can move through a space as narrow as 1 inch wide without squeezing. Any creature that starts its turn occupying the same space as the eldritch light must make a DC 20 constitution saving throw. On a failed save, the target takes 26 (4d12) radiant damage and is blinded until the start of its next turn. On a successful save, the target takes half that damage and is not blinded.
Mortal Guise. The eladrin magically polymorphs into a humanoid that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the eladrin’s choice).
In a new form, the eladrin retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks.
Reactions:
Parry. The eladrin adds 3 to its AC against one melee attack that would hit it. To do so, the eladrin must see the attacker and be wielding a melee weapon.
Sources
- 3.5e: Monster Manual I (2003)
- Planescape Monstrous Compendium Appendix II