Abiorach

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Medium-Size Outsider
Hit Dice: 5d8+5 (31 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 40 ft.
Armor Class: 18 (+3 Dex, +5 natural)
Base Attack/Grapple: 0
Attack: 0
Full Attack: +1 trident +10/+5 melee
Space/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Spell-like abilities, summon elemental
Special Qualities: Damage reduction 10/+1, SR 16, attune body, rilmani qualities, gaze reflection
Saves: Fort +5, Ref +9, Will +6
Abilities: Str 18, Dex 16, Con 12, Int 14, Wis 15, Cha 14
Skills: Bluff +8, Concentration +7, Diplomacy +8, Disguise +7, Gather Information +8, Knowledge (planes) +7, Listen +7,Sense Motive +7, Spellcraft +7, Spot +7
Feats: Improved Initiative, Lightning Reflexes
 
Environment: The Spire, Inner Planes or any ground and underground
Organization: Solitary, pair or band (3-8)
Challenge Rating: 6
Treasure: Standard
Alignment: True Neutral
Advancement: 6-15 HD (Medium-size)
Level Adjustment: 0
The Elemental Planes are the theater of conflict between the forces of good and evil. Generally, abiorachs avoid conflict with the powerful denizens of the Inner Planes. They're among the weakest of the rilmani and look for ways to solve problems through manipulation and trickery rather than open battle. Abiorachs bear a passing resemblance to adolescent humans, with slight builds and youthful features. However, their bodies gleam with a liquid, silver shine that flows and shifts with every moment. Their eyes are crystalline and tend to catch a rainbow of colors. CombatAttune Body (Su): Abiorachs've got a very useful and powerful natural defense: While on an elemental plane, they can attune themselves completely to that plane, gaining the movement and the immunities of an elemental of that type. For example, an abiorach on the Elemental Plane of Fire can't be harmed by fire, is accepted by fire elementals as one of their own kind, and can move through the plane as if he were an elemental guide. Spell-Like Abilities: At will - charm monster (including attuned elementals), glitterdust, invisibility, mirror image, shocking grasp; Three times day - flaming sphere, gust of wind, control water, move earth; Once per day - transmute mud to rock, wall of fire, wall of force and wall of stone. These abilities are as the spells cast by a 9th level sorcerer (save DC 15 + spell level). Summon Elemental (Sp): Once per day, while on an Elemental Plane, abiorach has a 25% chance to summon a medium elemental. Gaze Reflection (Sp): Abiorachs can at will create a shimmering, mirror-like area of air before them that moves as they do. Any gaze attack, such as that of a basilisk, eyes of charming, a vampire's gaze, eyebite spell, and so on, is reflected back upon the gazer if the gazer tries to make eye contact with the abiorach (the abiorach suffers no effects from the gaze attack). Such creatures receive a saving throw vs. their own gaze effect. This ability does not affect vision or lighting and is not effective against creatures whose effect comes from being gazed upon (such as a medusa). Only active gaze attacks are blocked by this ability.

Rilmani Qualties: Immunities (Ex): Electricity Resistances (Ex): Acid, poison, gas 20. Spell-Like Abilities: At will - daylight, darkness, dismissal, hold monster, polymorph self and teleport without error. Know Alignment (Su): Rilmani always know the alignment of any creature they look upon. Telepathy (Su): All rilmani possess an innate telepathy ability that allows them to communicate with any intelligent creature. With non-intelligent monsters or normal animals, the rilmani telepathy is empathic. Rilmani cannot be attacked by telephatic psionics, but they can be physically injured by psychokinetic or psychometabolic powers. Planar Travel (Su): Rilmani can travel to any of the Outer Planes or Astral Plane freely, but they can't enter Prime Material Plane unless a creature of similar status is summoned at the same time. In other words, if a prime-material spellcaster summons a glabrezu tanar'ri, a window is opened by which a rilmani can enter the same world. Rilmani can't be summoned directly by any spell.

Habitat/SocietyAbiorachs often travel the Elemental Planes in small bands, easily shifting from one to the other by using their elemental immunity. They rarely remain in one area for long. Normally, the most intelligent and expirienced abiorach acts as a captain of the group, directing its activities. On the Outlands, abiorachs are more subdued and reserved - being under the noses of the aurumachs and argenachs brings out their serious side. EcologyFor more information, please see the Planescape Monstrous Compendium Appendix II (pg. 86).
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