Aurumach

Anonymous's picture
Large Outsider
Hit Dice: Hit Dice: 12d8+60 (122 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 40 ft., 30 ft. in armor
Armor Class: 23 (+3 Dex, +11 natural, -1 size)
Base Attack/Grapple: 0
Attack: 0
Full Attack: Huge +3 vorpal greatsword +22/+17/+12 melee; or 2 slams +19 melee
Space/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Aura
Special Qualities: Spell-like abilities, SR 24, summon rilmani,damage reduction 40/+4, rilmani qualities, lay on hands, materialization
Saves: Fort +13, Ref +13, Will +14
Abilities: Str 27, Dex 17, Con 20, Int 24, Wis 23, Cha 25
Skills: Concentration +25, Decipher Script +22, Diplomacy +25, Disguise +22, Gather Information +23, Knowledge (planes) +23,Knowledge (all) +28, Listen +21, Scry +22, Sense Motive +21, Spellcraft +17, Spot +21
Feats: Improved Initiative, Iron Will, Leadership, Lightning Reflexes, Power Attack
 
Environment: The Spire
Organization: Solitary or pair
Challenge Rating: 15
Treasure: Double standard
Alignment: True Neutral
Advancement: 13-36 HD (Large)
Level Adjustment: 0
The aurumachs are the leaders of the rilmani race, the high-ups who call the shots and pull the strings. It's said that even the powers don't know half the darks the aurumachs do. More than any other creatures in the entire multiverse, they stand aside from path of things and objectively measure the state of Balance, acting to correct it when it leans too far to one side or the other. Aurumachs appear as a 10 ft. tall, athletic humanoids with beatific features and metallic golden skin. Their eyes are too bright to look at directly, and an aura of power and patience surrounds their form. CombatAura (Su): Aurumachs can attack with golden energy, similar to therays cast by an argenach, at will as a free action. This energy automatically assumes a form that exploits an enemy's vulnerabilities: fire, ice, positive energy, negative energy, etc. Unlike that of the argenach, this energy is not directed in rays, but instead takes the form of a goldenhalo surrounding the aurumach at a 15-foot radius. Any hostile creature entering this area must make a Will save (DC 20) or suffer 2d12 points of damage from the aurumach's aura. The aura also functions as a globe of invulnerability with an added bonus: it stops magical and nonmagical missiles of any kind.Lay On Hands (Sp): Aurumachs can lay on hands three times per day, combining the effects of spells heal, regeneration and greater restoration.Materialization (Su): Aurumachs can create a huge +3 vorpalgreatsword and a suit +4 full plate armor for their use at will. Their AC with this armor is 33.Spell-Like Abilities: Always active - detect magic, see invisibility; At will - mirage arcana, cone of cold, detect thoughts, fly,hallucinatory terrain, improved invisibility, mass charm, mass suggestion, mirror image, prismatic spray, slow, solid fog, acid fog, wall of fire, wall of iron, wall of force; Once per day - geas/quest, symbol, time stop; Once per year Aurumachs may grant another one wish. These abilities are as the spells cast by a 12th level sorcerer (save DC 17 + spell level).Summon Rilmani (Sp): Once per day a aurumach can attempt to open a gate with an 80% chance of succes to summon 1d8 ferrumachs with a 75% chanceof succes or 1d3 argenachs with a 25% chance of succes.Rilmani Qualties:Immunities (Ex): ElectricityResistances (Ex): Acid, poison, and 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. 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/SocietyAurumachs know no peers among the rilmani and are the equalof the most powerful fiends and aasimon. The rilmani have no particular order, hierarchy, or system of government. Aurumachsfunction as advisers and mentors to the entire race. Even though an aurumach isn't recognized as a king or an overlord, her suggestionsare sufficient to make any lesser rilmani leap to do her bidding.Aurumachs leave the Outlands only to deal with the gravest of threatsto the balance of the universe.0EcologyFor more information, please see the Planescape Monstrous Compendium Appendix II (pg. 88).
Planescape, Dungeons & Dragons, their logos, Wizards of the Coast, and the Wizards of the Coast logo are ©2008, Wizards of the Coast, a subsidiary of Hasbro Inc. and used with permission.