top of page

Shiere Eladrin

Medium Fey (Elf), Chaotic Good

Deva Movanic Male-turnaround.gif

Alternate Versions

Size

Hero Forge: Varies (XXL)
Lore: Medium (7 feet)
Suggested: Medium to Large

Other Monikers

Knight/Warrior/Soldier Eladrin, Royal Guard, Shining Host, Shieres

Abilities

- Fear gaze
- Becomes non-corporeal ball of light
- Enchanted weapons and armor
- Innate spellcasting
- Flying steed

Appearance

The shieres appear to be exceptionally tall high elves of some kind. They’re long-limbed and slender, with lanky frames and long, narrow faces and hands. All
shieres are very fair-skinned, with pale golden or silver hair
and piercing eyes of blue, green, or violet.

Home Plane

Arborea

Stat Block

- 5e: Try homebrew below

- 2e: Planescape Monstrous Compendium Appendix II (1994)

Description

(From Planescape Monstrous Compendium Appendix II - 1995):


The warriors of Arborea are the shieres, graceful eladrin knights who fight with skill, strength, and honor. They're the defenders of the eladrin courts, a shining host that seeks out evil intruders and ensures that no darkness will trouble the Queen of Stars or her people. By night the shieres gather together in bright companies to ride the wilds of Olympus and drive away any who would do the work of Arborea harm.


The shieres appear to be exceptionally tall high elves of some kind. They’re long-limbed and slender, with lanky frames and long, narrow faces and hands. A shiere’s as strong as the mightiest mortal warrior despite his slender build. All shieres are very fair-skinned, with pale golden or silver hair and piercing eyes of blue, green, or violet.


Unlike the other eladrins, shieres’re bound more permanently into their demihuman form and can change shape only into a harmless ball of faerie-light, similar to that of a coure eladrin. The shieres can transform only once per hour, so they don’t often use this ability, preferering to maintain their demihuman appearance.


The shieres’re the most numerous eladrins that regularly inhabit the tulani courts, and are the highest of the common eladrins. Shieres of unusual wisdom or experience are often acknowledged as hunt leaders or captains in the service of a tulani lord, but when the battle is over all shiere companies share the same rank. Shieres’re exceptionally honorable and courageous creatures who celebrate similar qualities in others. They can be cold as ice when dealing with those who don’t measure up to their own high standards of behavior.


Combat: Shieres' natural armor class is 4, but they commonly wear armor of glass and crystal equivalent to jield plate armor +4 and use long, narrow shields +1. (If a shiere is slain, its armor is usually ruined by the damage.) Shieres favor any knightly weapon, especially the lance, battle axe, horseman’s mace, horseman’s flail, and long sword. A shiere’s weapon is always enchanted to a value of +3 or better and may have sharpness, quickness, or defender properties. As highly skilled warriors, shieres receive 2 attacks per round with their favored weapons.


Shieres assume their faerie-light form only in extreme conditions, since they cannot easily resume their normal shape. A shiere may use this ability if [they are] badly wounded and needs to escape to warn others of trouble, or if [they] need to recover with more stealth than [their] normal size allows.


In addition to [their] formidable combat skills, a shiere's gaze causes fear in any evil creature that meets [the shiere's[ eyes. [They] also have the spell ability of a 5th-level priest and can use the following spell-like powers once per round at will: alter self, detect invisibility, ice storm, spectral force, wall of ice, or cast a 10d4+10 cone of cold. Once per day the shiere can heal another creature.


The Horses of the Shiere:


When hunting, patrolling, or riding to war, shiere are always mounted. A shiere’s horse is the equivalent of a heavy war-horse (AC 7, 4+4 HD, THACO 17, Dmg ld8/1d8/ld3) but its morale is Fearless and it never has fewer than 5 hit points per Hit Die. In addition, the shiere’s war-horse has a movement rate of 24 and canfly as long as the sun is not in the sky.




5th Edition Homebrew Stat Block:


Shiere Eladrin

Medium Fey (Elf), Chaotic Good

Armor Class 22 (enchanted glass plate mail, shield)

Hit Points 197 (22d8+98)

Speed 30 ft.

STR 20 (+5),   DEX 16 (+3),   CON 20 (+5),   INT 12 (+1),   WIS 13 (+1),   CHA 18 (+4)

Skills Acrobatics +7, Athletics +8, Intimidation +8

Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

Senses Darkvision 60 ft., Passive Perception 12

Languages Common, Elvish, Sylvan

Challenge 13 (10,000 XP)

Proficiency Bonus +4


Magic Resistance. The shiere eladrin has advantage on saving throws against spells and other magical effects.


Innate Spellcasting. The shiere 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,  color spray, comprehend languages, continual flame, cure wounds, detect evil, phantasmal force, see invisibility 

  • 3/day each: ice storm, wall of ice, cone of cold

Actions



Multiattack. The shiere eladrin can use its Fearsome Regard ability. It can then make two attacks with its Crystal Longsword or Crystal Lance. 

  • Crystal Longsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (1d8+8) slashing damage, or 14 (1d10+8) slashing damage if used with two hands, plus 22 (5d8) cold damage.

  • Crystal Lance. Melee Weapon Attack: +12 to hit, reach ft., one target. Hit: 15 (1d12+8) piercing damage plus 22 (5d8) cold damage.

Fearsome Regard. 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 16 Wisdom saving throw. On a failed save, the creature 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 Fearsome Regard for the next 24 hours.


Faerie Light (1/hour). As an action, the shiere eladrin 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 shiere emits bright light in a 5 foot radius and dim light for an additional 10 feet. It 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. The rest of its statistics remain the same as its true form.




Shiere Warhorse

Large Beast, Unaligned

Armor Class 22 (enchanted plate barding)

Hit Points 68 (8d10+24)

Speed 60 ft., fly 90 ft. (can only fly at night/twilight)

STR 22 (+6),   DEX 12 (+1),   CON 16 (+3),   INT 2 (-4),   WIS 12 (+1),   CHA 7 (-2)

Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

Senses Passive Perception 11

Languages Understands Sylvan and Celestial but cannot speak

Challenge 6 (2,300 XP)

Proficiency Bonus +2


Magic Resistance. The shiere warhorse has advantage on saving throws against spells and other magical effects.


Trampling Charge. If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action.


Night Flyer. The shiere warhorse is capable of flight as long as the sun is not in the sky.


Actions

Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) bludgeoning damage plus 22 (5d8) cold damage.

Sources

- Forgotten Realms Wiki

- Planescape Monstrous Compendium Appendix II

bottom of page