# Kalareem
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<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
**Senses** darkvision 60 ft.; **Perception** +8
#### defense
**AC** 18, 13 touch, 15 flat-footed (+3 Dex, +5 natural)
**hp** 23 (3d10+6)
**Fort** +3, **Refl** +6, **Will** +5
**Feint** 15, **Demoralize** 15
**Defensive Abilities** mirrored visage, reflective spell resistance
**SR** 14
**Resist** cold 10, electricity 10, fire 10
**Weakness** vulnerable to sonic
#### offense
**Speed** 30 ft.
**Melee** +2 shard longsword +6 (1d8+3 plus wounding), +2 shard longsword +6 (1d8+2 plus wounding)
**Space** 5 ft., **Reach** 5 ft.
**Special Attacks** shard spray, shardblade expertise
**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 +7, Disguise +7, Knowledge (local) +6, Perception +8, Stealth +9
**Languages** Common
**SQ** mirror jump
#### special abilities
### Mirror Jump (Su)
Nerra 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 may 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 50% chance that the surface is reflective enough for the nerra to make the mirror jump. While a nerra can enter a merely reflective surface, it can return only through a 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.
### Mirrored Visage (Ex):
Nerra are immune to gaze attacks, and such an attack is reflected back to its origin.
### Reflective Spell Reistance (Su)
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. Any spells whose area of effect is centered on the nerra is instead centered on the caster. Any spell that targets the nerra instead targets the caster. Any ranged weapon-like spell aimed at the nerra instead automatically strikes the caster. Spells that include the nerra in its area of effect but are not centered on the nerra are not reflected (though are resisted normally)
### 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 slashing damage per level of the kalareem, up to a maximum of 5d4. This is treated as magic for purposes of bypassing damage reduction. Creatures damaged by the shard spray attack take 2 points of bleed damage, as if by a wounding weapon. Multiple wounds from such attacks result in cumulative bleeding loss. Bleeding can be stopped by a successful DC 15 heal check, or the application of a spell that heals hit point damage.
### Shardblade Expertise (Ex)
Any one-handed slashing weapon wielded by a nerra is treated as a light weapon if it advantageous to do so. Such weapons are also treated as if it had the *wounding* property.
#### 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 nerra are usually stealthy in combat, there are times when brute force is necessary. This special breed of warriors is called the kalareems, and they are ferocious warriors that fight with two shard swords. They are the chosen defenders of the Plane of Mirrors.
Kalareems look like bulky and muscular nerra. Instead of the smooth, naked form of varoots, they seem to wear mirrored armor that blends in with their natural form. They are quiet and taciturn, and they fight with fluid grace.
A kalareem can be summoned using a _summon monster IV_ spell.
Some scholars maintain that the common belief that mirrors simply reflect light is wrong—in truth, they allow the viewer to gaze into a reality that exists alongside the one they know. That reality is known as the Plane of Mirrors.
The rulers of the Plane of Mirrors are the creatures known as nerra. Enigmatic and contrary by nature, nerra lurk the eternal hallways of the Plane of Mirrors, observing activities on the Material Plane by looking through any of the countless mirrors that serve as conduits between the two planes.
All nerra look like normal humanoids, but they have skin with a perfectly mirrorlike smooth surface.
Nerra occasionally cross the border between the planes to kidnap individuals on the Material Plane. It has been theorized that they are planning an invasion of the Material Plane. Sometimes nerra wander the Planes, gathering information and infiltrating a variety of organizations. They monitor the activity of a wide range of people. These are usually, but not always, individuals in positions of power. After a while, they try to capture the individual and bring him or her onto the Plane of Mirrors.
### Combat
Nerra are accomplished and sneaky fighters that use ambush and cover to bring down their opponents. They prefer to lurk on the Plane of Mirrors and surprise an opponent by leaping out of a mirror. If a nerra is planning on kidnapping a victim, it uses weapons and techniques that capture or cause nonlethal damage.
When slain, a nerra shatters into a thousand mirrorlike shards. After about 10 minutes, these shards turn into pools of quicksilver before fading away into nothing.
Kalareems move and fight with deadly accuracy, and they seem to flow more than walk. Kalareems prefer to soften up a target from a distance with their shard spray and will usually
exhaust this option before moving into melee. Once in combat, they spin and twist in an acrobatic display, wielding their shard longswords with deadly accuracy.