Tulanis are the kings, queens, and high priests of the azatas, ruling great city-states on the plane of Elysium - in name, at least, as their "subjects" are wild individualists who treat the tulanis more as elder siblings and advisers than as rulers, which is just fine by the tulanis. More powerful azatas may exist, and some tulanis pledge loose oaths of loyalty to these fey emperors and empyreal lords, but the majority of tulanis swear fealty only to their subjects. They are among the greatest patrons of art and music in the multiverse.
Tulanis radiate peace, beauty, love, and grace, but when roused to anger, a single tulani can lay waste to entire legions of devils or demons. Only the most powerful angels, titans, and the gods themselves surpass their power on the plane of Elysium.
TULANI
CR: 19
XP: 204,800
CG Medium outsider (azata, chaotic, extraplanar, good, shapechanger)
Init: +10; Senses: Darkvision 60 ft., detect evil, detect law, detect magic, low-light vision, true seeing; Perception +29
Aura: Holy aura (20 ft.)
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AC: 35, touch 17, flat-footed 28 (+6 Dex, +1 dodge, +18 natural)
hp: 294 (19 HD)
Fort +21, Ref +14, Will +18
DR 10/cold iron and evil; Immune: Charm, compulsion, electricity, paralysis, petrification; Resist: Cold 10, fire 10; SR 29
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Speed: 40 ft., fly 90 ft. (perfect)
Melee: Sword of light +29/+24/+19/+14 (1d8+10/19-20 plus 2d6 holy)
Ranged: Dream ray +25 touch (1d6 Cha/300 ft.)
Special Attacks: Baleful gaze, bardic performance (46 rounds/day; countersong, dirge of doom, distraction, fascinate, frightening tune, inspire competence +6, inspire courage +4, inspire greatness, inspire heroics, mass suggestion, soothing performance; DC 25)
Spell-Like Abilities (CL 19th, concentration +25, melee touch +25):
Constant - Detect evil, detect law, detect magic, holy aura, true seeing
At will - Chain lightning (DC 22), cure serious wounds (DC 19), dancing lights, detect thoughts (DC 18), dispel magic, divine favor, haste, greater invisibility, greater teleport (self plus 50 lb. of objects only), major image (DC 19), mass charm monster (DC 24), righteous smite, telekinesis (DC 21), wall of force
3/day - Empowered chain lightning (DC 22)
1/day - Heal (DC 22), meteor swarm (DC 25), power word kill, time stop
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Str 22, Dex 22, Con 30, Int 24, Wis 24, Cha 22
Base Atk: +19; CMB: +25; CMD: 42
Feats: Cleave, Combat Expertise, Dodge, Empower Spell-Like Ability (chain lightning), Improved Initiative, Lightning Reflexes, Mobility, Spring Attack, Power Attack, Whirlwind Attack
Skills: Bluff +28, Diplomacy +28, Fly +28, Intimidate +36, Knowledge (arcana, local, nature) +26, Knowledge (planes) +29, Perception +29, Perform (any one) +28, Sense Motive +29, Spellcraft +29, Stealth +28
Languages: Celestial, Draconic, Infernal, Sylvan; truespeech
SQ: Light form
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Environment: Any (Elysium)
Organization: Solitary or court (1 plus 3-12 lyrakiens, 2-8 firres, and 1-4 ghaeles, with a 50% chance of 1-6 bralanis or 1 shiradi)
Treasure: Double
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Baleful Gaze (Su): Slay evil creatures of 5 HD or fewer, range 60 feet, Will DC 25 negates. The save DC is Charisma-based.
Bardic Performance (Su): A tulani can use bardic performance as an 19th-level bard. If a tulani gains levels as a bard, its bard levels stack with this racial ability for the purpose of determining bardic performance effects.
Dream Ray (Su): In light form, a tulani can fire a coruscating ray of light with a range of 300 feet. The ray deals 1d6 points of Charisma damage with a successful hit. Any non-evil 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 come 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 mind-affecting effect.
Light Form (Su): A tulani can shift between its solid body and a scintillating sphere of rainbow-hued light as a standard action. In humanoid form, it can't fly or use its dream rays, but it can use its gaze attack and spell-like abilities, make physical attacks, cast spells, and use its bardic performance. In light form, it gains the incorporeal quality - it can still use spell-like abilities in this form, but can't make physical attacks, cast spells, or use its gaze attack. A tulani remains in one form until it chooses to assume its other form. A change in form cannot be dispelled, nor does the tulani revert to any particular form when killed (both shapes are its true form). A true seeing spell reveals both forms simultaneously.
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 immediately.
Righteous Smite (Sp): A tulani can draw down holy power to smite its enemies. Only evil and neutral creatures are harmed by the ability; good creatures are unaffected. This is the equivalent of a 7th-level spell. It has a range of 290 ft. and affects all creatures within a 20-ft. radius burst. Spell resistance applies against this effect.
Righteous smite deals 19d6 points of damage to evil creatures (or 19d8 points of damage to evil outsiders) and blinds them for 1d4 rounds. A successful Will save (DC 23) reduces damage to half and negates the blinding effect.
Righteous smite deals only half damage against creatures that are neither good nor evil, and they are not blinded. They can reduce that damage by half (down to one-quarter of the roll) with a successful Will save (DC 23). The save DCs are Charisma-based.