# Sillit >[!rimg]+ > ![[Placeholder2.png]] > >[!debug]+ <div class="grid-container"><div class="MON">Sillit</div> <div class="CR">CR 6 (2,400 XP)</div> <div class="SOU">Fiend Folio pg. 129</div> <div class="SYS">Dungeons & Dragons 3.5</div></div> N Medium Outsider **Init** +6 **Senses** darkvision 60 ft.; **Perception** +14 #### defense **AC** 21, 12 touch, 19 flat-footed (+4 armor, +2 Dex, +5 natural) **hp** 53 (7d10+14) **Fort** +4, **Refl** +7, **Will** +7 **Feint** 24, **Demoralize** 19 **SR** 17 **Defensive Abilities** mirrored visage, reflective spell resistance **Resist** cold 15, electricity 15, fire 15 **Weakness** vulnerable to sonic #### offense **Speed** 30 ft. **Melee** +2 shard longsword +12 (1d8+3 plus wounding) **Space** 5 ft., **Reach** 5 ft. **Special Attacks** shard spray, shardblade expertise **Spell-Like Abilities** (CL 16th, Concentration +20) > **At will**— _alter self_, _false vision_, _mirror image_ > **3/day**— _mislead_ #### statistics **Str** 13, **Dex** 15, **Con** 14, **Int** 17, **Wis** 14, **Cha** 18 **BAB** +7, **CMB** +8, **CMD** 20, **TA** +8, **RTA** +9 **Feats** [[Alertness]], [[Improved Initiative]], [[Weapon Finesse]], [[Weapon Focus]] (shard longsword) **Skills** Bluff +14, Diplomacy +14, Disguise +14, Escape Artist +9, Intimidate +14, Perception +14, Sense Motive +14, Stealth +12, Survival +12 **Languages** Aklo, Common, Draconic **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 1d6 points of slashing damage per level of the kalareem, up to a maximum of 5d6. 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** Solitary, pair, company (1–2 plus 2–9kalareems and 11–20 varoots) **Advancement** By character class Sillits are the leaders, planners, and schemers of the nerras. Unless urgent business takes them to the Material Plane, sillits rarely leave the safety of the Plane of Mirrors. Physically, sillits look like other nerras. They have a humanoid shape covered with mirrorlike skin, and their faces are completely smooth. Unlike varoots or kalareems, sillits prefer to wear clothing such as fine silk robes of shiny black with large hoods. ### Combat Sillits do not like melee combat and engage opponents only if absolutely necessary. They make extensive use of their spell-like abilities and mirror jump ability to get out of situations that can be avoided, but they wield their shard swords with deadly accuracy if called upon. A sillit can be summoned using a _summon monster VI_ spell.