Electiri (plural electirim)
Many outsiders are incarnations of principles: good, evil, mortality. The Electirim are the incarnations of making choices. That may be the most frightening principle of all.
Hit Dice:|15d8+105 (165 hp)
Speed:|30 ft (6 squares), fly 60ft(Good)
Armor Class:|44 (-1 size,+10 dex, +19 natural, +6 charisma), touch 25, flat-footed 34
Attack:|halberd +24 melee (2d6+15) or eldritch blast +24 ranged (7d6)
Full Attack:|halberd +24/+19/+14 melee (2d6+15) or eldritch blast +24 ranged (7d6+0)
Special Attacks:|Spell-like abilities, Halberd
Special Qualities:|Immunity to fire, electricity, acid, cold, petrification and poison, True Seeing, Tongues, Grace
Saves:|Fort +22, Ref +25, Will +19
Abilities:| Str 31, Dex 31, Con 25, Int 18, Wis 18, Cha 22
Skills:|Concentration +25, Diplomacy +24, Intimidate +24, Knowledge (arcana) +22, Knowledge (nature) +22, Knowledge (religion) +22, Knowledge (the planes) +22, Sense Motive +22, Spot +22, Climb +28, Swim +28, Listen +22
Feats:|Power attack, Quicken Spell-like Ability, Combat Expertise, Improved Trip, Improved Disarm,
Advancement:|by class level
Spell-like abilities At will: Heal, Harm, Darkness, Daylight, Shades, Prismatic Sphere, Greater Teleport, Plane Shift
Halberd An Electiri's Halberd is not a physical object, but an extension of its will formed of darkness and light. The Electiri chooses when it interacts with normal matter, so all attacks are touch attacks. Furthermore, the halberd qualifies as magical, good, evil, lawful, chaotic, silver and/or cold iron for overcoming damage reduction. If an Electiri is deprived of his halberd, he can form a new one as a swift action.
True Seeing and Tongues These effects are always active
Grace An Electiri adds his charisma modifier to his AC and all saves.