Plumach

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Medium-Size Outsider
Hit Dice: 4d8+12 (32 hp)
Initiative: +1 (Dex)
Speed: 30 ft.
Armor Class: 16 (+1 Dex, +5 natural)
Base Attack/Grapple: 0
Attack: 0
Full Attack: Heavy mace +7 melee; or 2 slaps +7 melee
Space/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Damage reduction 10/+1, SR 13, rilmani qualities
Saves: Fort +9, Ref +5, Will +6
Abilities: Str 17, Dex 12, Con 17, Int 12, Wis 16, Cha 15
Skills: Concentration +8, Craft (any) +13, Diplomacy +5, Disguise +4, Listen +8, Sense Motive +10, Spot +8
Feats: Great Fortitude, Run
 
Environment: The Spire, the Outlands or any ground or underground
Organization: Solitary, pair or band (4-24)
Challenge Rating: 4
Treasure: Standard
Alignment: True Neutral
Advancement: 5-12 HD (Medium-size)
Level Adjustment: 0
The least powerful rilmani are the plumachs, the common citizens of the Spire. Their brand of neutrality is the simplest and most apathetic view held by the rilmani: Don't get involved. The plumachs're staunch isolationists who stay out of other peoples' troubles, and they'll tell any berk who asks that they'd appreciate it if other people'd keep their troubles well clear of the Spire. Plumachs're short, stocky humanoids with dull, gray metallic skins. They're broad-shouldered and thick-waisted, with wide, stubby hands and heavy legs. CombatSpell-Like Abilities: At will - chill touch, heat metal, hold person; Once per day - solid fog. These abilities are as the spells cast by a 4th level sorcerer (save DC 12 + spell level).Rilmani Qualities: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. 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 commoners of the Spire, plumachs are craftsmen, teamsters, and merchants. They carry out the day-to-day business of rilmani society. A plumach is the equal of the finest human craftsmen at his chosen trade. In times of great need, plumach legions are mustered to defend the Balance. Plumachs aren't afraid of a scrap, and their natural strength and dense hides stand them in good stead against mostlow-level opponents. However, it takes the authory of an aurumach to convince the plumachs that a cause is worth fighting for.0EcologyFor more information, please see the Planescape Monstrous Compendium Appendix II (pg. 91).
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