SDX HP = 95/100
Improved Invisibility, 3 rounds
Mythic Power, 2 remaining
B1 85/86
B2 86
B3 86 (windform)
BRALANI CR 6
XP 2,400
CG Medium outsider (azata, chaotic, extraplanar, good, shapechanger)
Init +8; Senses darkvision 60 ft., low-light vision; Perception +15
DEFENSE
1 Point evolution (Evolved Summoned Monster feat) Acid resistance 5
AC 20, touch 14, flat-footed 16 (+4 Dex, +6 natural)
hp 86 (66+20 for medium Construct)
Fort +9, Ref +9, Will +6
DR 10/cold iron or evil; Immune electricity, petrification; Resist cold 10, fire 10; SR 17
OFFENSE
Speed 40 ft., fly 100 ft. (perfect)
Melee +1 scimitar +13/+8 (1d6+8/18–20) or slam +12 (1d6+7)
Ranged +1 composite longbow +12/+7 (1d8+8/×3)
Special Attacks whirlwind blast
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
STATISTICS
Str 24, Dex 18, Con 23, Int 13, Wis 14, Cha 15
Base Atk +7; CMB +12; CMD 26
Feats Blind-Fight, Improved Initiative, Iron Will, Skill Focus (Perception)
Skills Bluff +12, Fly +22, Handle Animal +12, Perception +15, Ride +14, Sense Motive +12, Stealth +14
Languages Celestial, Draconic, Infernal; truespeech
SQ wind form
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.
EIDOLON
Configuration B, Construct - Spell Summoned:
BIPED: Size Large; Speed 30 ft./ Fly 30 ft. ; AC +2 natural armor; Saves Fort (good), Ref (bad), Will (good); Attack 2 claws (1d4); Ability Scores Str 34, Dex 10, Con 10*, Int 7, Wis 10, Cha 11; Free Evolutions claws, limbs (arms), limbs (legs).
HD: 9 / Good Saves +6, Bad Save +3 / Armor +8 / Str +4 / Max Attacks = 5
HP = 106/126
FORT = +2
REF = +2
WILL = +2
AC = 25
BAB = +8
Attacks = +19 / Claws x4, 1d4+12 +1d6 Acid & Slam 2D6+12
Darkvision, Evasion, Link, Share Spells, Ability Score increase x2, Devotion, Multiattack
No Constitution score. Any DCs or other statistics that rely on a Constitution score treat a construct as having a score of 10 (no bonus or penalty).
Low-light vision.
Darkvision 60 feet.
Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
Immunity to bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning.
Cannot heal damage on its own, but often can be repaired via exposure to a certain kind of effect (see the creature's description for details) or through the use of the Craft Construct feat. Constructs can also be healed through spells such as make whole. A construct with the fast healing special quality still benefits from that quality.
Not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage.
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
A construct cannot be raised or resurrected.
A construct is hard to destroy, and gains bonus hit points based on size, LARGE = 30
Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry.
Proficient with no armor.
Constructs do not breathe, eat, or sleep.
Power Attack (Combat)
Cleave (Combat)
Combat Reflexes (Combat)
Toughness
Intimidating Prowess (Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier.)
+4 morale bonus on Will saves against enchantment spells and effects.
The creature's secondary attacks with natural weapons take only a –2 penalty.
Evasion (Ex): If an eidolon is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw.