# Eladrin

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Eladrin

Eladrin are chaotic angels in dNetHack. Each type has a humanoid form and an energy form. They will shift to the energy form once their HP drops below 50%, and may return to their humanoid forms once their HP goes back above 50%. Eladrin typically don't drop their equipment when changing to their energy form, and will re-equip their weapons and armor automatically as they return to their humanoid forms. Eladrin are typically highly resistant to physical damage. In their humanoid form, they are protected by their armor, in energy form they take 1⁄4 base weapon damage. All Eladrin but Tulani can appear in throne rooms, with an elvenking/elvenqueen presiding over. Some of the types of Eladrin are generated on the Planes as well.

Contents

1 Coure Eladrin

1.1 Mote of light

2 Noviere Eladrin

2.1 Water dolphin

3 Bralani Eladrin

3.1 Singing sand

4 Firre Eladrin

4.1 Dancing flame

5 Shiere Eladrin

5.1 Ball of light

6 Ghaele Eladrin

6.1 Luminous cloud

7 Tulani Eladrin

7.1 Ball of radiance

8 Gae Eladrin

8.1 Warden tree

9 Dracae Eladrin

9.1 Mothering mass

10 Encyclopedia entry (Eladrin)

Coure Eladrin

A Coure Eladrin File:Coure Eladrin.png

Difficulty

4

Attacks

Weapon 1d1 physical, Weapon 1d1 physical

A Coure Eladrin File:Coure Eladrin.png

Difficulty

4

Attacks

Weapon 1d1 physical, Weapon 1d1 physical

Base level

1

Base experience

58

Speed

24

Base AC

−7

Base MR

100

Alignment

−10 (chaotic)

Frequency (by normal means)

1 (Very rare)

Genocidable

No

Weight

20

Nutritional value

20

Size

tiny

Resistances

sleep, poison

Resistances conveyed

sleep

A Coure Eladrin:

 can fly.

 has a head, a couple of arms, and a torso.

 can see invisible creatures.

 is omnivorous.

 is not a valid polymorphable form.

 can follow you to other levels.
 is nasty.

 can pick up weapons and food.

 can be seen through infravision.

 never leaves a corpse.

 cannot be tamed.

Mote of light

y mote of light File:Mote of light.png

Difficulty

3

Attacks

Bite 2d8 physical, Claw 1d8 armor shredding, Claw 1d8 armor shredding

y mote of light File:Mote of light.png

Difficulty

3

Attacks

Bite 2d8 physical, Claw 1d8 armor shredding, Claw 1d8 armor shredding

Base level

1

Base experience

64

Speed

24

Base AC

−15

Base MR

100

Alignment

−10 (chaotic)

Frequency (by normal means)

0 (Not randomly generated)

Genocidable

No

Weight

0

Nutritional value

0

Size

tiny

Resistances

sleep, poison

Resistances conveyed

sleep

A mote of light:

 can fly.

 can survive underwater.
 does not breathe.

 has no eyes.
 has no hands.
 has no limbs.
 has no head.

 does not have a solid form.

 regenerates HP quickly.

 does not eat. (*)
 is not a valid polymorphable form.

 is normally generated hostile.

 can follow you to other levels.
 is nasty.
 is strong.

 has infravision.
 can be seen through infravision.

 never leaves a corpse.

 cannot be tamed.
 gives out radius-1 light.

Noviere Eladrin

A Noviere Eladrin File:Noviere Eladrin.png

Difficulty

10

Attacks

Weapon 1d4 physical

A Noviere Eladrin File:Noviere Eladrin.png

Difficulty

10

Attacks

Weapon 1d4 physical

Base level

8

Base experience

177

Speed

14

Base AC

3

Base MR

20

Alignment

−5 (chaotic)

Frequency (by normal means)

1 (Very rare)

Genocidable

No

Weight

800

Nutritional value

350

Size

medium

Resistances

sleep, poison

Resistances conveyed

sleep

A Noviere Eladrin:

 can swim.

 can survive underwater.

 has a head, a couple of arms, and a torso.

 can see invisible creatures.

 is omnivorous.

 is not a valid polymorphable form.

 can follow you to other levels.
 is nasty.
 is strong.

 can pick up weapons and food.

 can be seen through infravision.

 never leaves a corpse.

 cannot be tamed.

7 Noviere are always generated on the Plane of Water.

Water dolphin

; water dolphin File:Water dolphin.png

Difficulty

10

Attacks

Butt 2d8 physical

; water dolphin File:Water dolphin.png

Difficulty

10

Attacks

Butt 2d8 physical

Base level

8

Base experience

189

Speed

12

Base AC

−3

Base MR

0

Alignment

0 (neutral)

Frequency (by normal means)

0 (Not randomly generated)

Genocidable

No

Weight

3000

Nutritional value

0

Size

large

Resistances

poison

Resistances conveyed

poison

A water dolphin:

 can swim.

 can survive underwater.

 has no hands.
 has no limbs.

 has a serpent body.

 has a thick hide.

 can see invisible creatures.

 is omnivorous.

 is not a valid polymorphable form.

 can follow you to other levels.
 is nasty.
 is strong.

 can pick up weapons and food.

 can be seen through infravision.
 does not appear in Gehennom.

 never leaves a corpse.

 cannot be tamed.

Bralani Eladrin

A Bralani Eladrin File:Bralani Eladrin.png

Difficulty

13

Attacks

Weapon 1d4 physical, Weapon 1d4 physical

A Bralani Eladrin File:Bralani Eladrin.png

Difficulty

13

Attacks

Weapon 1d4 physical, Weapon 1d4 physical

Base level

10

Base experience

298

Speed

10

Base AC

0

Base MR

30

Alignment

−5 (chaotic)

Frequency (by normal means)

1 (Very rare)

Genocidable

No

Weight

900

Nutritional value

350

Size

medium

Resistances

sleep, poison

Resistances conveyed

sleep

A Bralani Eladrin:

 can fly.

 has a head, a couple of arms, and a torso.

 can see invisible creatures.

 is omnivorous.

 is not a valid polymorphable form.

 can follow you to other levels.
 is nasty.
 is strong.

 can pick up weapons and food.

 can be seen through infravision.

 never leaves a corpse.

 cannot be tamed.

2 Bralani are always generated on the Plane of Earth.

Singing sand

v singing sand File:Singing sand.png

Difficulty

11

Attacks

Engulf 2d8 blinding, Engulf 1d10 physical

v singing sand File:Singing sand.png

Difficulty

11

Attacks

Engulf 2d8 blinding, Engulf 1d10 physical

Base level

8

Base experience

214

Speed

20

Base AC

−10

Base MR

30

Alignment

−5 (chaotic)

Frequency (by normal means)

0 (Not randomly generated)

Genocidable

No

Weight

0

Nutritional value

0

Size

huge

Resistances

sleep, poison, petrification

Resistances conveyed

fire, sleep, poison

A singing sand:

 can fly.

 can survive underwater.
 does not breathe.

 has no eyes.
 has no hands.
 has no limbs.
 has no head.

 regenerates HP quickly.
 can see invisible creatures.

 does not eat. (*)
 is not a valid polymorphable form.

 can follow you to other levels.
 is nasty.
 is strong.

 can pick up weapons and food.

 never leaves a corpse.

 cannot be tamed.

Firre Eladrin

A Firre Eladrin File:Firre Eladrin.png

Difficulty

15

Attacks

Weapon 2d4 physical, Weapon 2d4 physical, Gaze attack 1d10 fire, Passive 0d4 fire

A Firre Eladrin File:Firre Eladrin.png

Difficulty

15

Attacks

Weapon 2d4 physical, Weapon 2d4 physical, Gaze attack 1d10 fire, Passive 0d4 fire

Base level

10

Base experience

334

Speed

12

Base AC

−3

Base MR

30

Alignment

−7 (chaotic)

Frequency (by normal means)

1 (Very rare)

Genocidable

No

Weight

800

Nutritional value

350

Size

medium

Resistances

fire, sleep, poison

Resistances conveyed

sleep

A Firre Eladrin:

 can fly.

 has a head, a couple of arms, and a torso.

 can see invisible creatures.

 is omnivorous.

 is not a valid polymorphable form.

 can follow you to other levels.
 is nasty.
 is strong.

 can pick up weapons and food.

 has infravision.
 can be seen through infravision.

 never leaves a corpse.

 cannot be tamed.

4 Firre are always generated on the Plane of Fire.

It shouldn't be any surprise that there are eladrins who devote themselves to art, music, and magic. The firres (pronounced feers) are creatures who live for beauty; their lives are consumed by a fiery passion for art of any kind, and they strive to make their own existence a living image of wonder and delight.

The firre eladrins live as wandering minstrels and bards in Arborea, attending the courts of more powerful eladrins or tarrying to entertain a circle of coures in a forgotten dell. Their pursuit of beauty leads them to any place where art, skill, or grace is held in high esteem. A body could run across a firre traveling the Outlands or visiting the palaces of neutral-aligned powers just as easily as he'd find one in Arborea. Firres have a deep love and appreciation of mortal art, and often embark on lengthy sojourns on the Prime Material Plane to seek out works of excellence.

In their demihuman, firre eladrins resemble stocky elves with brilliant red hair and fiery red eyes. At first glance, a firre might be taken for a half-elf, but her eyes give her away; they have no iris or pupil, and glow brightly with the firre's inner flame. Firres can also transform themselves into man-size pillars or balls of fire.
	[ Monstrous Manual, Planescape Appendix 2 ]

 

Dancing flame

v dancing flame File:Dancing flame.png

Difficulty

15

Attacks

Touch 3d6 fire, Touch 3d6 fire, Passive 0d4 fire

v dancing flame File:Dancing flame.png

Difficulty

15

Attacks

Touch 3d6 fire, Touch 3d6 fire, Passive 0d4 fire

Base level

10

Base experience

362

Speed

22

Base AC

−13

Base MR

30

Alignment

−7 (chaotic)

Frequency (by normal means)

0 (Not randomly generated)

Genocidable

No

Weight

0

Nutritional value

0

Size

huge

Resistances

fire, sleep, poison, petrification

Resistances conveyed

A dancing flame:

 can fly.

 can survive underwater.
 does not breathe.

 has no eyes.
 has no hands.
 has no limbs.
 has no head.

 does not have a solid form.

 regenerates HP quickly.

 does not eat. (*)
 is an elf.

 is normally generated hostile.

 can follow you to other levels.
 is nasty.
 is strong.

 has infravision.
 can be seen through infravision.
 does not appear in Gehennom.

 never leaves a corpse.

 resists death magic.

 cannot be tamed.

 gives out radius-2 light.

Shiere Eladrin

A Shiere Eladrin File:Shiere Eladrin.png

Difficulty

15

Attacks

Weapon 2d4 physical, Weapon 2d4 physical

A Shiere Eladrin File:Shiere Eladrin.png

Difficulty

15

Attacks

Weapon 2d4 physical, Weapon 2d4 physical

Base level

12

Base experience

383

Speed

12

Base AC

−4

Base MR

30

Alignment

−8 (chaotic)

Frequency (by normal means)

1 (Very rare)

Genocidable

No

Weight

1450

Nutritional value

350

Size

medium

Resistances

cold, sleep, poison

Resistances conveyed

sleep

A Shiere Eladrin:

 can fly.

 has a head, a couple of arms, and a torso.

 can see invisible creatures.

 is omnivorous.

 is not a valid polymorphable form.

 can follow you to other levels.
 is nasty.
 is strong.

 can pick up weapons and food.

 can be seen through infravision.

 never leaves a corpse.

 cannot be tamed.

The shiere knights are the second most dangerous eladrin type in the Tower, as they have powerful crystal equipment.

The warriors of Arborea are the shieres, graceful eladrin  knights who fight with skill, strength, and honor. They're the defenders of the eladrin courts, a shining host that seeks out evil intruders and ensures that no darkness will trouble the Queen of Stars or her people. By night the shieres gather together in bright companies to ride the wilds of Olympus and drive away any who would do the folk of Arborea harm.

The shieres appear to be exceptionally tall high elves of some kind. They're long-limbed and slender, with lanky frames and long, narrow faces and hands. A shiere's as strong as the mightiest mortal warrior despite his slender build. All shieres are very fair-skinned, with pale golden or silver hair and piercing eyes of blue, green, or violet.

Unlike the other eladrins, shieres're bound more permanently into their demihuman form and can change shape only into a harmless ball of faerie-light, similar to that of a coure eladrin.
	[ Monstrous Manual, Planescape Appendix 2 ]

 

Ball of light

e ball of light File:Ball of light.png

Difficulty

14

Attacks

Passive 0d6 cold

e ball of light File:Ball of light.png

Difficulty

14

Attacks

Passive 0d6 cold

Base level

12

Base experience

408

Speed

16

Base AC

−14

Base MR

30

Alignment

−8 (chaotic)

Frequency (by normal means)

0 (Not randomly generated)

Genocidable

No

Weight

0

Nutritional value

0

Size

small

Resistances

fire, sleep, poison

Resistances conveyed

sleep

A ball of light:

 can fly.

 can survive underwater.
 does not breathe.

 has no eyes.
 has no hands.
 has no limbs.
 has no head.

 does not have a solid form.

 regenerates HP quickly.

 does not eat. (*)
 is an elf.

 is normally generated hostile.

 can follow you to other levels.
 is nasty.
 is strong.

 has infravision.
 can be seen through infravision.
 does not appear in Gehennom.

 never leaves a corpse.

 cannot be tamed.
 gives out radius-1 light.

Balls of light have no attacks and do nothing but run away.

Ghaele Eladrin

A Ghaele Eladrin File:Ghaele Eladrin.png

Difficulty

19

Attacks

Weapon 2d6 physical, Weapon 2d6 physical, Gaze attack 2d10 confusion

A Ghaele Eladrin File:Ghaele Eladrin.png

Difficulty

19

Attacks

Weapon 2d6 physical, Weapon 2d6 physical, Gaze attack 2d10 confusion

Base level

15

Base experience

508

Speed

12

Base AC

−5

Base MR

30

Alignment

−10 (chaotic)

Frequency (by normal means)

1 (Very rare)

Genocidable

No

Weight

1500

Nutritional value

350

Size

medium

Resistances

sleep, shock, poison

Resistances conveyed

sleep

A Ghaele Eladrin:

 can fly.

 has a head, a couple of arms, and a torso.

 can see invisible creatures.

 is omnivorous.

 is not a valid polymorphable form.

 can follow you to other levels.
 is nasty.
 is strong.

 can pick up weapons and food.

 can be seen through infravision.

 never leaves a corpse.

 cannot be tamed.

The ghaeles are the knights errant of the eladrins. Wherever evil and tyranny raise their ugly heads, the ghaeles respond. Working behind the scenes, they quietly muster resistance and offer guidance to any creatures of good heart with the courage to stand against their oppressors. More than any other eladrins, the ghaeles are accustomed to working from behind the veil.

Ghaeles resemble tall, athletic high elves. They might easily be taken noble elves if not for their pearly, opalescent eyes and radiant aura. Of course, a ghaele may be wearing any manner of mortal guise when encountered away from Arborea. Ghaele eladrins can also take the form of an incorporeal cloud of luminous energy.
	[ Monstrous Manual, Planescape Appendix 2 ]

 

Luminous cloud

v luminous cloud File:Luminous cloud.png

Difficulty

23

Attacks

Touch 5d12 shock, Touch 5d12 shock, Cast 8d12 shock, Passive 0d12 shock

v luminous cloud File:Luminous cloud.png

Difficulty

23

Attacks

Touch 5d12 shock, Touch 5d12 shock, Cast 8d12 shock, Passive 0d12 shock

Base level

15

Base experience

636

Speed

6

Base AC

−15

Base MR

30

Alignment

−10 (chaotic)

Frequency (by normal means)

0 (Not randomly generated)

Genocidable

No

Weight

0

Nutritional value

0

Size

huge

Resistances

sleep, shock, poison

Resistances conveyed

sleep

A luminous cloud:

 can fly.

 can survive underwater.
 does not breathe.

 has no eyes.
 has no hands.
 has no limbs.
 has no head.

 does not have a solid form.

 regenerates HP quickly.

 does not eat. (*)
 is an elf.

 is normally generated hostile.

 can follow you to other levels.
 is nasty.
 is strong.

 has infravision.
 can be seen through infravision.
 does not appear in Gehennom.

 never leaves a corpse.

 resists death magic.

 cannot be tamed.
 gives out radius-1 light.

Tulani Eladrin

A Tulani Eladrin File:Tulani Eladrin.png

Difficulty

26

Attacks

Touch 4d8 silver rapier, Weapon 2d8 physical, Gaze attack 2d10 stunning, Cast 0d6 (null)

A Tulani Eladrin File:Tulani Eladrin.png

Difficulty

26

Attacks

Touch 4d8 silver rapier, Weapon 2d8 physical, Gaze attack 2d10 stunning, Cast 0d6 (null)

Base level

18

Base experience

679

Speed

14

Base AC

−7

Base MR

30

Alignment

−12 (chaotic)

Frequency (by normal means)

1 (Very rare)

Genocidable

No

Weight

1500

Nutritional value

350

Size

medium

Resistances

fire, cold, sleep, shock, poison

Resistances conveyed

sleep

A Tulani Eladrin:

 can fly.
 can swim.

 can survive underwater.

 has a head, a couple of arms, and a torso.

 can see invisible creatures.

 is omnivorous.

 is not a valid polymorphable form.

 is a lord to its kind.

 can follow you to other levels.
 is nasty.
 is strong.

 can pick up weapons and food.

 has infravision.
 can be seen through infravision.

 never leaves a corpse.

 cannot be tamed.

Tulani are one of the most dangerous Eladrin types.  They have powerful equipment, and cast 9d6-damage random element spells (chosen from fire, cold, and shock).
Tulani make good pets, as they are human sized and start with good equipment.  They are not generated with a weapon of any kind, so you may need to give them a mattock or two-handed sword.  One high-caste Eladrin is always generated on the Plane of Water.  

In 50% of games, Gae Eladrin will be the most powerful Eldadrin caste, and Tulani will not spawn naturally.

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 or the direst of emergencies requires their attention.

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. A tulani is surrounded by a magical aura that evil creatures cannot bear to be near. Tulani eladrins can also take the form of an incorporeal globe of eldritch colors, 5' in diameter.

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.
	[ Monstrous Manual, Planescape Appendix 2 ]

 

Ball of radiance

e ball of radiance File:Ball of radiance.png

Difficulty

31

Attacks

Touch 6d6 fire, Touch 6d6 fire, Touch 3d12 shock, Touch 3d12 shock, Cast 3d12 shock, Passive 0d10 cold

e ball of radiance File:Ball of radiance.png

Difficulty

31

Attacks

Touch 6d6 fire, Touch 6d6 fire, Touch 3d12 shock, Touch 3d12 shock, Cast 3d12 shock, Passive 0d10 cold

Base level

18

Base experience

880

Speed

18

Base AC

-17

Base MR

30

Alignment

−8 (chaotic)

Frequency (by normal means)

0 (Not randomly generated)

Genocidable

No

Weight

0

Nutritional value

0

Size

small

Resistances

fire, cold, sleep, shock, poison

Resistances conveyed

sleep

A ball of radiance:

 can fly.

 can survive underwater.
 does not breathe.

 has no eyes.
 has no hands.
 has no limbs.
 has no head.

 does not have a solid form.

 regenerates HP quickly.

 does not eat. (*)
 is an elf.

 is normally generated hostile.

 can follow you to other levels.
 is nasty.
 is strong.

 has infravision.
 can be seen through infravision.
 does not appear in Gehennom.

 never leaves a corpse.

 cannot be tamed.

 gives out radius-2 light.

Gae Eladrin

A Gae Eladrin File:Gae Eladrin.png

Difficulty

23

Attacks

Weapon 2d8 physical, Offhand Weapon 2d8 physical, Lashing vines 4d8 four seasons, Cast 0d0 mage spell

A Gae Eladrin File:Gae Eladrin.png

Difficulty

23

Attacks

Weapon 2d8 physical, Offhand Weapon 2d8 physical, Lashing vines 4d8 four seasons, Cast 0d0 mage spell

Base level

18

Base experience

723

Speed

14

Base AC

6

Base MR

30

Alignment

-12 (chaotic)

Frequency (by normal means)

0 (Not randomly generated)

Genocidable

No

Weight

1500

Nutritional value

350

Size

medium

Resistances

fire, cold, sleep, shock, poison

Resistances conveyed

sleep

A Gae Eladrin:

 can fly.
 can swim.

 can survive underwater.

 has a head, a couple of arms, and a torso.

 can see invisible creatures.

 is omnivorous.

 is not a valid polymorphable form.

 is a lord to its kind.

 can follow you to other levels.
 is nasty.
 is strong.

 can pick up weapons and food.

 has infravision.
 can be seen through infravision.

 never leaves a corpse.

 cannot be tamed.

Gae are one of the most dangerous Eladrin types.  They have unique equipment, a unique attack form, and cast single-target elemental spells.
Gae make good pets, as they are human sized and start with good equipment.  One high-caste Eladrin is always generated on the Plane of Water.  
In 50% of games, Tulani Eladrin will be the most powerful Eldadrin caste, and Gae will not spawn naturally.

Warden tree

{ warden tree File:Warden tree.png

Difficulty

22

Attacks

Reach 4d8 physical, Reach 4d8 physical, Cast 0d0 clerical spell

{ warden tree File:Warden tree.png

Difficulty

22

Attacks

Reach 4d8 physical, Reach 4d8 physical, Cast 0d0 clerical spell

Base level

18

Base experience

736

Speed

18

Base AC

6

Base MR

30

Alignment

-12 (chaotic)

Frequency (by normal means)

0 (Not randomly generated)

Genocidable

No

Weight

3000

Nutritional value

350

Size

large

Resistances

fire, cold, sleep, shock, poison

Resistances conveyed

sleep

A warden tree:

 can survive underwater.
 does not breathe.
 cannot pick up items.
 has no eyes.
 has no hands.
 has no limbs.
 has no head.

 has a thick hide.

 can see invisible creatures.

 is omnivorous.

 is not a valid polymorphable form.

 is a lord to its kind.

 is neither male nor female.

 can follow you to other levels.
 is nasty.

 has infravision.

 never leaves a corpse.

 cannot be tamed.

 does not move.

Warden trees are stationary, rapidly casting ice storm, geyser, mass cure, and draining spells.

Dracae Eladrin

A Dracae Eladrin File:Dracae Eladrin.png

Difficulty

23

Attacks

Claw 4d8 vorpal, Claw 4d8 vorpal, Butt 6d6 physical, Tentacle 2d6 physical, Tentacle 2d6 physical

A Dracae Eladrin File:Dracae Eladrin.png

Difficulty

23

Attacks

Claw 4d8 vorpal, Claw 4d8 vorpal, Butt 6d6 physical, Tentacle 2d6 physical, Tentacle 2d6 physical

Base level

18

Base experience

741

Speed

7

Base AC

6

Base MR

30

Alignment

-12 (chaotic)

Frequency (by normal means)

0 (Not randomly generated)

Genocidable

No

Weight

1500

Nutritional value

350

Size

medium

Resistances

sleep, poison, acid, petrification

Resistances conveyed

sleep

A Dracae Eladrin:

 can fly.
 can swim.
 can flow under doors.

 can survive underwater.

 has a serpent body.

 can see invisible creatures.

 is omnivorous.

 is not a valid polymorphable form.

 is a lord to its kind.

 is female.

 can follow you to other levels.
 is nasty.
 is strong.

 can pick up weapons and food.

 has infravision.
 can be seen through infravision.

 never leaves a corpse.

 cannot be tamed.

Dracae Eladrin are semi-unique ancient Eladrin precursors. They are never generated randomly, instead only appear in certain defined locations, and even then only in 1/8th of games. They rapidly birth additional Eladrin with non-standard equipment sets.

Mothering mass

b mothering mass File:Mothering mass.png

Difficulty

23

Attacks

Tentacle 2d6 physical, Tentacle 2d6 physical, Tentacle 2d6 physical, Touch 1d12 sticky, Bearhug 2d12 suction, Passive 2d12 acid

b mothering mass File:Mothering mass.png

Difficulty

23

Attacks

Tentacle 2d6 physical, Tentacle 2d6 physical, Tentacle 2d6 physical, Touch 1d12 sticky, Bearhug 2d12 suction, Passive 2d12 acid

Base level

18

Base experience

753

Speed

14

Base AC

6

Base MR

30

Alignment

-12 (chaotic)

Frequency (by normal means)

0 (Not randomly generated)

Genocidable

No

Weight

1500

Nutritional value

350

Size

medium

Resistances

sleep, poison, acid, petrification

Resistances conveyed

sleep

A mothering mass:

 can fly.
 can swim.
 can flow under doors.

 can survive underwater.

 has no head.

 regenerates HP quickly.
 can see invisible creatures.

 is acidic to eat.

 is omnivorous.

 is not a valid polymorphable form.

 is a lord to its kind.

 is female.

 can follow you to other levels.
 is nasty.
 is strong.

 can pick up weapons and food.

 has infravision.
 can be seen through infravision.

 never leaves a corpse.

 cannot be tamed.

Mothering masses also make passive 4d4 physical-damage tentacel attacks against any adjacent foes.
When in the form of a mothering mass, Dracae offspring appear in their energy forms.

Encyclopedia entry (Eladrin)

The eladrins are the native race of Arborea, just as the devils are associated with the Nine Hells and the demons with the Abyss. They're wild and free beings who exult in their own existence and live a life of song and celebration. The eladrins aid all people of good hearts against the forces of evil, but seek to do so with individual acts of kindness or heroism.
	[ Monstrous Manual, Planescape Appendix 2 ]

 