Shade
Monster Junkie
These guys were a tough conversion, so let me know any problems that you see.
Rilmani
As creatures of neutrality, the rilmani keep the Balance. Whenever one side or the other gets too strong, they start aiding the disadvantaged sods until things even out. Sometimes their aid is direct, but more often than not rilmani even things out by pointing cutters in the right direction and letting them solve their own problems. 'Course, the rilmani themselves aren't entirely decided on the best way to address these issues, but that's another story.
Rilmani appear human at first glance - far more so than archons or baatezu but their skins've got a metallic sheen to them, and their eyes glow with pearly, opalescent light. More importantly, the rilmani's presence tends to overwhelm lesser creatures. Like a devas aura of beauty and peace, or a tanar'ri's malignance and horror, the rilmani's tangible manifestation of reserve, watchfulness, and puissance is something even the most insensitive berk can't miss.
Except where noted in the individual descriptions, all rilmani speak Abyssal, Infernal, Celestial, and Draconic.
Combat
Summon Rilmani (Sp): Most rilmani can summon other rilmani much as though casting a summon monster spell, but they have only a limited chance of success. Roll d%: On a failure, no rilmani answer the summons. Summoned creatures automatically return whence they came after 1 hour. A rilmani that has just been summoned cannot use its own summon ability for 1 hour.
Spell-Like Abilities: All rilmani share several basic spell-like powers that may be employed at will. These include: daylight, darkness, dismissal, hold monster, polymorph self, and teleport without error (self plus 50 pounds of objects only).
Unarmed Strike (Ex): A rilmani can use the unarmed strike ability as a monk of a level equal to its Hit Dice.
Rilmani Qualities
Immunities (Ex): Rilmani are immune to electricity.
Resistances (Ex): Rilmani have acid resistance 20.
All rilmani receive a +4 racial bonus to Fortitude saves against poison.
Know Alignment (Su): Rilmani always know the alignment of any creature that they look upon.
Plane Shift (Su): This ability affects only the rilmani, and only allows travel to the Astral Plane or the Outer Planes. It is otherwise similar to the spell of the same name. A rilmani cannot enter the Material Plane unless a celestial or fiend with HD equal to or greater than the rilmani's HD is summoned at the same time. In other words, if a powerful mage summons a vrock (8 HD), a window is opened by which a cuprilach rilmani (8 HD) can enter that same world. There isn't always a rilmani ready to drop what he's doing and go investigate but there s always a chance that a rilmani'll take an interest and "piggyback" on the other creature's summoning just to keep an eye on what's going on. Rilmani can't be summoned directly by any spell.
Telepathy (Su): Rilmani can communicate telepathically with any creature within 100 feet that has a language
Source: Planescape Monstrous Compendium Appendix II
Rilmani
As creatures of neutrality, the rilmani keep the Balance. Whenever one side or the other gets too strong, they start aiding the disadvantaged sods until things even out. Sometimes their aid is direct, but more often than not rilmani even things out by pointing cutters in the right direction and letting them solve their own problems. 'Course, the rilmani themselves aren't entirely decided on the best way to address these issues, but that's another story.
Rilmani appear human at first glance - far more so than archons or baatezu but their skins've got a metallic sheen to them, and their eyes glow with pearly, opalescent light. More importantly, the rilmani's presence tends to overwhelm lesser creatures. Like a devas aura of beauty and peace, or a tanar'ri's malignance and horror, the rilmani's tangible manifestation of reserve, watchfulness, and puissance is something even the most insensitive berk can't miss.
Except where noted in the individual descriptions, all rilmani speak Abyssal, Infernal, Celestial, and Draconic.
Combat
Summon Rilmani (Sp): Most rilmani can summon other rilmani much as though casting a summon monster spell, but they have only a limited chance of success. Roll d%: On a failure, no rilmani answer the summons. Summoned creatures automatically return whence they came after 1 hour. A rilmani that has just been summoned cannot use its own summon ability for 1 hour.
Spell-Like Abilities: All rilmani share several basic spell-like powers that may be employed at will. These include: daylight, darkness, dismissal, hold monster, polymorph self, and teleport without error (self plus 50 pounds of objects only).
Unarmed Strike (Ex): A rilmani can use the unarmed strike ability as a monk of a level equal to its Hit Dice.
Rilmani Qualities
Immunities (Ex): Rilmani are immune to electricity.
Resistances (Ex): Rilmani have acid resistance 20.
All rilmani receive a +4 racial bonus to Fortitude saves against poison.
Know Alignment (Su): Rilmani always know the alignment of any creature that they look upon.
Plane Shift (Su): This ability affects only the rilmani, and only allows travel to the Astral Plane or the Outer Planes. It is otherwise similar to the spell of the same name. A rilmani cannot enter the Material Plane unless a celestial or fiend with HD equal to or greater than the rilmani's HD is summoned at the same time. In other words, if a powerful mage summons a vrock (8 HD), a window is opened by which a cuprilach rilmani (8 HD) can enter that same world. There isn't always a rilmani ready to drop what he's doing and go investigate but there s always a chance that a rilmani'll take an interest and "piggyback" on the other creature's summoning just to keep an eye on what's going on. Rilmani can't be summoned directly by any spell.
Telepathy (Su): Rilmani can communicate telepathically with any creature within 100 feet that has a language
Source: Planescape Monstrous Compendium Appendix II