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Tulani Eladrin

Medium Fey (Elf), Chaotic Good

Deva Movanic Male-turnaround.gif

Alternate Versions

Size

Hero Forge: varies (XL-XL)
Lore: Medium (7 feet)
Suggested: Medium to Large

Other Monikers

Faerie Lords, Archfey,

Abilities

- Glare of Awe causes blindness, fear (death in evil creatures)
- Summons Swordlike blade of fiery light
- Can assume the form of lesser eladrin, but inflicts double damage
- Transforms into incorporeal globe of eldritch colors that shoot rays of deadly light
- Aura of Protection from Evil
- Enemies cannot approach without permission
- Permanent globe of invulnerability on itself, protection from normal missiles
- Innate Spellcasting

Appearance

Tulani’re creatures of unearthly beauty and grace; their voices are living music, and their faces shine so brightly that mortals find it difficult to look at them. In form they’re tall, stately elven lords dressed in shimmering robes of shifting color.

Home Plane

Arborea

Stat Block

- 5e: Try homebrew below

- 3.5e: Realmshelps.net, Book of Exalted deeds (2003)

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

Description

(From Planescape Monstrous Compendium Appendix II - 1995):


The greatest of the eladrins are the tulani, or faerie lords. Their courts are scattered throughout Olympus, never staying in the same place more than one night. The tulani are peaceful in nature and take up arms only when Arborea itself is threatened the direst of emergencies requires their attention. 


Tulani’re creatures of unearthly beauty and grace; their ices are living music, and their faces shine so brightly that mortals find it difficult to look at them. In form they’re tall, stately elven lords dressed in shimmering robes of shifting color. A tulani is surrounded by a magical aura that evil creatures cannot bear to be near.


Visitors to Arborea who seek out the tulani courts soon find out that the eladrins aren’t easy to find when they want to avoid someone. When a cutter finally gets to meet with a tulani, he’s wise to keep his bone-box shut and mind his manners. The tulani don't tolerate insolence or disrespect from mortals, but are gracious hosts when their guests behave themselves.


As rulers over the lesser eladrins, tulani rarely gather in groups. It's not uncommon for a tulani lady or lord to have a consort who co-rules the court, so a pair of tulani may be encountered. The tulani watch over Arborea and act as stewards over the realms of the eladrins. Typically, a tulani will have a host of shiere wamors, several ghaeles and firres, and uncounted numbers of coures in his domain.


The tulani eladrins answer only to the Queen of Stars, the greatest of their kind, and the powers of chaotic good who share Arborea with them. Within their own realms, tulani are free to rule as they see fit; generally, they’re compassionate but distant overlords who allow their subjects to do as they please.


Combat: The tulani've got no need for weapons or armor; at will they can create a swordlike blade of fiery light in their fist that strikes as a sword of sharpness +4. The sword delivers an extra 2d8 points of positive energy damage to any evil foe struck.


Tulani's slender forms conceal an effective Strength of 20, and they can fly unaided at will. 


An evil creature of fewer than 8 Hit Dice meeting the gaze of an angry tulani must successfully save versus spell or be slain; even if it survives its saving throw, it is blinded and stricken with fear for 2d10 rounds. If the opponent meeting the gaze is of any nonevil alignment, or is evil and of 8 Hit Dice or more, then it suffers fear and blindness only if it fails the save.


Tulani can assume the secondary forms of any other eladrin at will. They keep their AC and THACO, regardless of form, but cause double the damage of a coure, bralani, noviere, or firre eladrin’s second form. In the ghaele’s form, their light-beams strike for 3d12 points of damage and never miss.


At all times, the tulani eladrin's aura 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 tulani. Any evil creature must make a successful saving throw versus spell to be able to approach within 20 feet of the tulani. The faerie lord has the spell ability of a 16th-level priest and can use the following spell-like powers once per round: color spray, dancing lights, continual light, detect invisibility, ESP, dispel magic, mass charm, improved invisibility, advanced illusion, hold monster, teleport without error, telekinesis, wall of force, prismatic spray, polymorph any object, or cast a 12d8 chain lightning bolt. Once per day the tulani can cast a meteor swarm, speak a power word kill, or use time stop. Once per year the tulani can grant another’s wish


The tulani eladrin can be hit only by weapons of +4 or greater enchantment, or by cold-wrought iron weapons.





(From The Book of Exalted Deeds - 2003):


The being resembles a tall, stately elven noble dressed in shimmering robes of shifting color. It has pure, yellow-gold skin and bright purple eyes.


The tulanis, the ancient faerie lords of the eladrin, roam seeking peace, beauty, and solitude. These great beings favor peace, though the plights of good creatures can move them to fight evil. When stirred to battle, the beautiful tulanis can shatter entire armies of evil, wielding glowing swords of light and cascades of lightning.


Tulanis exude unearthly beauty and grace; their voices are living music, and their faces shine with purity and beauty. The most reclusive of the eladrins, tulanis rarely stray from the forests of the outer planes unless in answer to a dire summons. The tulanis, and through them all eladrins, answer to the Queen of Stars, the greatest of their kind.


Tulanis speak Auran, Celestial, Common, Draconic, Elven, Infernal, and Sylvan. They stand 6 feet tall and weigh 150 pounds.


Combat: Inventive tacticians and powerful spellcasters, the tulanis react well in both large engagements and small skirmishes. The reclusive tulanis are often underestimated by their foes. They use dispel magic to strip protections away from mortal foes, then shower them in repeated castings of their powerful chain lightning. Against fiends and other creatures resistant to lightning, the tulanis fight mobile battles combining their spell-like abilities and use of the Spring Attack feat. A tulani’s natural weapons, as well as any weapons it wields, are treated as having the chaotic and good alignments for the purpose of overcoming damage reduction. A tulani’s alternate form is that of a 4-foot-radius scintillating sphere of rainbow-hued light.


Dream Ray (Su): In globe form, a tulani can fire a coruscating ray of light with a range of 300 feet. The ray deals 1d6 points of temporary Charisma damage with a successful hit. Any nonevil creature reduced to 0 Charisma by the dream ray falls into a dream-filled coma. An evil creature reduced to 0 Charisma falls into a nightmare-wracked coma and takes 1d10 points of damage plus an additional 1d10 points of damage per hour spent in the comatose state. A creature awakens from its coma if its Charisma is raised to 1 or higher. This is a mindaffecting effect.


Gaze (Su): Slay evil creatures of 5 HD or fewer, range 60 feet, Will DC 27 negates. The DC is Charisma-based.


Spell-Like Abilities: At will—chain lightning (DC 29) (damage increased by one-half as if affected by the Empower Spell metamagic feat), mass charm monster (DC 31), cure serious wounds (DC 26), dancing lights, detect thoughts (DC 25), dispel magic, divine favor, haste (DC 26), greater invisibility(DC 27), major image (DC 26), polymorph any object (DC 31), righteous smite*(DC 30), greater teleport (self and 50 pounds of gear only), telekinesis (DC 28), wall of force; 1/day—heal (DC 29), meteor swarm (DC 32), power word kill, time stop. Caster level 18th. The save DCs are Charisma-based.


The following abilities are always active on the tulani’s person, as the spells cast by an 18th-level sorcerer: blessed sight*, detect law, detect magic, magic circle against evil (20-foot radius), and true seeing. These abilities may be dispelled, but the tulani can reactivate them as a free action. *New spell described in Chapter 6 of this book.


Sword of Light (Su): A tulani can create a +4 brilliant energy holy longsword at will as a free action. If the tulani dies or loses physical contact with the sword, the sword disappears instantly.


Alternate Form (Su):A tulani can shift between its humanoid and globe forms as a standard action. In humanoid form, it cannot fly or use its dream 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 dream rays, and use spell-like abilities, but it cannot cast spells or use its gaze attack. The globe form is incorporeal, and a tulani has no Strength score while in that form. While incorporeal, a tulani can be harmed only by other incorporeal creatures, +1 or better magic weapons (though its damage reduction still applies as well), and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects, such as magic missile, or attacks made with ghost touch weapons).


A tulani remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does the tulani revert to any particular form when killed. A true seeing spell, however, reveals both forms simultaneously.


Bardic Music: Tulanis use the bardic music ability as 18thlevel bards. Tulanis can use or maintain concentration on one such ability per round as a free action, requiring no instrument other than their unearthly voices.


Protective Aura (Su): As a free action, a tulani can surround itself with a nimbus of light having a radius of 20 feet. This acts as a double-strength magic circle against evil and as a lesser globe of invulnerability, both as cast by a cleric whose level equal to the tulani’s Hit Dice.





5th Edition Homebrew Stat Block:


Tulani Eladrin

Medium Fey (Elf), Chaotic Good

Armor Class 27 (natural armor)

Hit Points 263 (22d8+120)

Speed 40 ft., fly 120 ft.

STR 22 (+6),   DEX 26 (+8),   CON 24 (+7),   INT 22 (+6),   WIS 24 (+7),   CHA 28 (+9)

Skills Acrobatics +15, Athletics +13, Deception +16, Insight +14, Intimidation +16, Perception +14, Persuasion +16

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 22 (41,000 XP)

Proficiency Bonus +7


Legendary Resistance (3/Day). If the eladrin fails a saving throw, it can choose to succeed instead.


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


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.


Innate Spellcasting. The eladrin casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 24):

  • At will: alter self, charm monster, color spray, comprehend languages, continual flame, cure wounds, dancing lights, detect evil, detect thoughts, dispel magic, phantasmal force, see invisibility

  • 3/day each: greater invisibility, hold monster, mass suggestion, polymorph, programmed illusion, telekinesis

  • 2/day each: chain lightning, prismatic spray, teleport, wall of force

  • 1/day each: meteor swarm, power word kill, time stop

  • 1/year: wish

Actions


Multiattack. In its true form, the eladrin can use its Regiant Glare ability, then make three attacks with its Blade of Light, and can replace one attack with a use of Innate Spellcasting.

  • Blade of Light. Melee Weapon Attack: +19 to hit, reach 5 ft., one target. Hit: 21 (2d8+12) slashing damage, or 23 (2d10+12) slashing damage if used with two hands, plus 22 (5d8) radiant damage. The Blade of Light can be summoned or dismissed as a bonus action.

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 22 Wisdom saving throw. Any evil-aligned aberration, fiend, monstrosity or undead of CR 8 or below that fails the save is immediately destroyed. If they succeed the save, they are blinded and frightened of the eladrin for one minute. Any other creature that fails the save is blinded and 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.


Incorporeal Form. The tulani eladrin can assume the incorporeal secondary form of any other eladrin, such as the firre’s Fire Form, the ghaele’s Eldritch Light, etc., 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.

The tulani eladrin maintains its original armor class regardless of the form it’s in; its attack bonus is always +19, and the save DC for any spells or abilities it uses is always 22. In the form of the ghaele’s Eldritch Light, it always deals the maximum possible damage for its Radiant Beam. In the form of the Bralani’s whirlwind, and Noviere’s dolphin, and the Firre’s Fire Form, it always deals double the maximum damage in any attacks it makes specific to those forms. If an eladrin form allows spellcasting, the tulani can cast from either its own list of innate spells or the list of the form it’s currently in.


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.


Fey Step. As a bonus action, the eladrin can teleport up to 30 feet to an unoccupied space it can see.


Legendary Actions

The eladrin can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The eladrin regains spent legendary actions at the start of its turn.

  • Blade of Light. The eladrin makes a melee attack with its blade of light.

  • Spellcasting. The eladrin casts a spell from its innate spellcasting list.

  • Incorporeal Form. The eladrin transforms with its Incorporeal Form.

  • Fey Step. The eladrin teleports up to 30 feet to an unoccupied space it can see.

Sources

- Forgotten Realms Wiki

- Book of Exalted Deeds (2003) 

- Planescape Monstrous Compendium Appendix II (1995)

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