# Kalareem >[!rimg]+ > ![[Placeholder2.png]] > >[!debug]+ > >dagger: 1d4 (19-20/×2) > >Melee/Ranged: +4/+6 > >Secondary: -1/+1 > >Multiattack: +2/+4 > >M/R_PA: +4/+6 > >2nd/PA: -1/+1 > >MA_PA: +2/+4 > >Itterative: 1 > > xDmg:: Str: +1; Str2: +1; StrOH: +0; StrPA: +1; StrPA2H: +1; StrPAOH: +0 > > xDCs:: Str: 12; Dex: 14; Con: 13; Int: 11; Wis: 13; Cha: 12 > > xFeat:: 2/2 (0) > > xClasSkil:: Bluff, Diplomacy, Disguise, Knowledge (local), Perception, Stealth > > SaveDiff:: +/- 2 > > xLang:: 0/0 (0) <div class="grid-container"><div class="MON">Kalareem</div> <div class="CR">CR 3 (800 XP)</div> <div class="SOU">Fiend Folio pg. 128</div> <div class="SYS">Dungeons & Dragons 3.5</div></div> N Medium Outsider **Init** +3 **Perception** +8 #### defense **AC** 18, 13 touch, 15 flat-footed (+3 Dex, +5 natural) **hp** 21 (3d10+6) **Fort** +3, **Refl** +6, **Will** +5 **Feint** 15, **Demoralize** 15 **SR** 14 **Resist** cold 10, electricity 10, fire 10 **Weakness** vulnerable to sonic #### offense **Speed** 30 ft. **Melee** ribbon dagger +4 (1d4-2/x4), bite -1 (1d6-2) **Space** 5 ft., **Reach** 5 ft. **Special Attacks** mirror jump, shard spray **Spell-Like Abilities** (CL 12th; Concentration +13) > **1/day**— mirror image #### statistics **Str** 13, **Dex** 16, **Con** 15, **Int** 10, **Wis** 14, **Cha** 13 **BAB** +3, **CMB** +4, **CMD** 17, **TA** +4, **RTA** +6 **Feats** [[Two-Weapon Fighting]], [[Weapon Finesse]] **Skills** Bluff +7, Diplomacy +4, Disguise +4, Knowledge (local) +3, Perception +8, Stealth +9 **Languages** #### special abilities ### Mirror Jump (Su) Nerras can move through mirrored and reflective surfaces at will. This effect is similar to shadow walk, but the nerra travels along the Plane of Mirrors. As a standard action, the nerra must touch a mirror or other highly reflective surface. The nerra then exits from another mirror that is no farther than 1 mile away. If a nerra touches a regular mirror, the mirror jump happens automatically. A nerra can also touch a highly reflective surface, such as a polished metal shield or armor. This surface must be clear glass, a still pool of water, or shiny metal. There is a 30% chance that the surface is reflective enough for the nerra to make the mirror jump. However, a nerra can only enter a non-mirrored surface - it can return only through a normal mirror. If another mirror is not within the range of the mirror jump, the nerra must wander the Plane of Mirrors and exit through another random mirror portal.: A nerra has a special type of spell resistance that causes any targeted spell it successfully resists to bounce off and reflect back at the caster. The caster becomes either the spell's target or the point of origin for the spell's effect, as appropriate. In addition, nerras are immune to gaze attacks, and such an effect is reflected back to its origin. Shard Weapon Specialty: All nerra receive a bonus Exotic Weapon Proficiency feat with at least one shard weapon. Many also gain a bonus Weapon Focus feat for one or more types of shard weapon. ### Shard Spray (Su) Three times per day, a kalareem can release a spray of mirrorlike shards from its hands that can flay flesh and cause massive lacerations. The spray is a 30-foot cone, and it deals 1d4 points of damage per level of the kalareem, up to a maximum of 5d4. In addition, a wound resulting from a kalareem's shard spray attack bleeds for an additional 2 points of damage per round thereafter. Multiple wounds from such attacks result in cumulative bleeding loss (two wounds for 4 points of damage per round, and so on). The bleeding can be stopped only by a successful Heal check (DC 10) or the application of any cure spell or other healing spell (heal, healing circle, or the like). #### ecology **Terrain** Plane of Mirrors **Organization** Company (2–4 3rd-level fighters) or squad (11–20 3rd-level fighters plus 2 7th-level fighters) **Treasure** Standard **Advancement** By character class While nerras are usually stealthy in combat, there are timeswhen brute force is necessary. This special breed of warriorsis called the kalareems, and they are ferocious warriors thatfight with two shard swords. They are the chosen defendersof the Plane of Mirrors.Kalareems look like bulky and muscular nerras.Instead of the smooth, naked form of varoots, they seemto wear mirrored armor that blends in with their naturalform. They are quiet and taciturn, and they fight withfluid grace.Kalareems lack the ability to use change self as other nerras,but they still reflect spells.A kalareem can be summoned using a summon monsterIV spell.