Inaccurate?

Coure

( Book of Exalted Deeds, p. 168)

Tiny Outsider (Chaotic , Eladrin , Extraplanar , Good)

Hit dice: 2d8+2 (11 hp)

Initiative: +7

Speed: 20 ft. , Fly 60 ft. (Perfect)

Armor class: 23 (+2 size, +7 Dex, +4 natural), touch 18, flat-footed 15

Base Attack/Grapple: +2/−8

Attack: Tiny dagger +11 melee (1d2?2

Full Attack: Tiny dagger +11 melee (1d2?2

Space/Reach: 0 ft./0 ft.

Special Attacks: Spell-like abilities

Special Qualities: Alternate form, eladrin subtype, immunity to electricity and petrification, magic circle against evil, resistance to acid 10 and cold 10, tongues

Saves: Fort +4 (+8 against poison) Ref +10 Will +3

Abilities: Str 6, Dex 24, Con 12, Int 12, Wis 10, Cha 14

Skills: Concentration +6, Diplomacy +9, Escape Artist +12, Hide +24, Knowledge (the planes) +6, Listen +5, Move Silently +16, Sense Motive +5, Spot +5, Survival (2 on other planes) +0, Use Rope (9 on bindings) +7

Feats: Weapon Finesse

Environment: Olympian Glades of Arborea

Organization: Solitary, pair, or squad (3?6

Challenge Rating: 2

Treasure: Standard

Alignment: Always chaotic good

Advancement: 3?6 HD (Small

Level adjustment: +5


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.

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 Charismabased.

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).