Ferrumach

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Medium-Size Outsider
Hit Dice: 6d8+24 (55 hp)
Initiative: +2 (Dex)
Speed: 30 ft. 20 ft. in armor
Armor Class: 24 (+2 Dex, +7 natural, +5 spiked breastplate)
Base Attack/Grapple: 0
Attack: 0
Full Attack: +1 greataxe +15/+10 melee; or 2 slams +13 melee
Space/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Spell-like abilities, summon rilmani
Special Qualities: Damage reduction 10/+1, SR 18, rilmani qualities,lay on hands
Saves: Fort +9, Ref +7, Will +6
Abilities: Str 24, Dex 14, Con 18, Int 14, Wis 13, Cha 14
Skills: Concentration +13, Listen +10, Sense Motive +10, Spot +10, Climb +17, Jump +17, Swim +16
Feats: Dodge, Weapon Focus (greataxe), Weapon Specialization (greataxe)
 
Environment: The Spire or any ground or underground
Organization: Solitary, pair or band (4-16)
Challenge Rating: 6
Treasure: Standard
Alignment: True Neutral
Advancement: By character class
Level Adjustment: 0
When the rilmani are moved to take direct action in the cause of neutrality, it's the ferrumachs who answer the call of duty. They're the soldiers of the Spire, the iron legions who wait to serve in battle whenever and wherever they're needed. Ferrumachs've got no existence or purpose beyond soldiering, and patiently await their next call to battle in misty halls on the slopes of the Spire. Ferrumachs resemble tall, grim faced humans. They are very powerfully muscled, with deep chests, wide shoulders, and thick arms. There's no hint of grace, athleticism, or agility about them; ferrumachs are walking slabs of stone. Their skin is a sooty gray-the color of bare iron, with an elusive gunmetal gleam when struck by the light. CombatSpell-Like Abilities: At will- blur, obscuring mist, see invisibility,silence; 3/day- dispel magic and ice storm.These abilities are as the spells cast by a 6th level sorcerer (save DC 12 + spell level).Summon Rilmani(Sp): Once per day a ferrumach can open a gate with to summon 2d4 ferrumachs with a chance of succes equal to 10% for everyferrumach who participates in the summoning or one argenach with a 10%chance of success.Lay On Hands(Sp): Ferrumachs can lay on hands once per day, which combines the effects of spells remove disease, neutralize poisonand heals up to 18 points of damage.RilmaniImmunities(Ex): ElectricityResistances(Ex): Acid, poison, gas 20.Spell-Like Abilities: At will- daylight, darkness, dismissal, holdmonster, 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/SocietyAs the soldiers of the rilmani, the ferrumachs hold themselves ready for action at any time. They don't mix with the other rilmani,living apart in gray fortresses and towers that watch over the Spirewith unending vigilance. The ferrumachs're the most lawful of the rilmani; and obey the argenachs and aurumachs without hesitation.They're also on good terms with the cuprilachs, whom they regard as fellow fighters and professionals. It's said that the ferrumachs are created from spirits of warriors who died fighting in lost causes,but this ain't true. They're rilmani, just like the rest of theirkind, and they've always been that way.Their favorite class is fighter.0EcologyNone.Note: Original product's name is Planescape Monstrous CompendiumAppendix 2 and the authors are Rich Baker and Karen S. Boomgarden.
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