Argenach

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Medium-Size Outsider
Hit Dice: 9d8+18 (64 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 40 ft.
Armor Class: 21 (+3 Dex, +8 natural)
Base Attack/Grapple: 0
Attack: 0
Full Attack: 2 rays +12 ranged touch; or 2 slams +16 melee; or by weapon +16/+11 melee
Space/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Spell-like abilities, rays, summon rilmani
Special Qualities: Damage reduction 30/+3, SR 22, rilmani qualities, lay on hands
Saves: Fort +8, Ref +11, Will +11
Abilities: Str 25, Dex 17, Con 15, Int 20, Wis 17, Cha 20
Skills: Concentration +14, Decipher Script +17, Diplomacy +17, Disguise +17, Gather Information +20, Knowledge (planes) +17, Listen +17, Sense Motive +17, Spellcraft +17, Spot +17
Feats: Alertness, Improved Initiative, Iron Will, Lightning Reflexes
 
Environment: The Spire or any ground and underground
Organization: Solitary, pair or team (3-4)
Challenge Rating: 10
Treasure: Standard
Alignment: True Neutral
Advancement: 9-13 HD (Medium-size); 14-27 (Large)
Level Adjustment: 0
Wherever the balance is threatened, that's where the argenachs'll be found. They're advisers and agitators, working to ensure that no one gains the upper hand for long in any part of the multiverse. Argenachs are the second-highest bloods among the rilmani, entrusted with the execution of the most delicate and subtle parts of the rilmani's grand purpose: the careful adjustment of the Balance in places where it's out of kilter and can't fix itself. Argenachs are tall, slender creatures with silvery sheen to their skins. They often dress in white, flowing robes on their home plane, but can take on any shape or dress in the performance of the mission. Argenachs favor great, wide-bladed swords and long-handled axes in combat. CombatSpell-Like Abilities: At will - mirage arcana, detect magic, see invisibility, detect thoughts, fly, hallucinatory terrain, invisibility, mass charm, mirror image, slow, solid fog, suggestion, wall of fire; 3 times per day - cone of cold; Once per day - legend lore, prismaticspray; Once per week - geas or quest. These abilities are as the spells cast by a 9th level sorcerer (save DC 15 + spell level).Rays (Su): An argenach's primary means of defense are rays of silverylight projected from their hands. These rays inflict 1d20 pointsof damage, and always strike as an energy form their target'svulnerable to. For example, baatezu are immune to fire, so theargenach's rays might strike as electricity or magic missiles.Range increment is 60 yards.Lay on hands (Sp): An argenach can also lay on hands once per day, effecting target as a heal spell, except that no more than 36 pointsof damage can be cured.Summon Rilmani (Sp): Once per day a argenach can attempt open a gate with a 75% chance of succes to summon 1d4 ferrumachs with a 60% chanceof succes or one argenach with a 40% chance of success.

Rilmani Abilities:Immunities (Ex): ElectricityResistances (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 thatallows them to communicate with any intelligent creature. Withnon-intelligent monsters or normal animals, the rilmani telepathyis 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/SocietyArgenachs are the loners of rilmani society, which is fairly reclusive to begin with. They answer directly to the aurumachs and are usually given only broad guidelines instead of specific orders.0EcologyFor more information, please see the Planescape Monstrous CompendiumAppendix II (pg. 87).

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