The Rilmani: Champions of Neutrality (conversion)

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
 

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Rilmani, Plumach
Medium-size Outsider
Hit Dice: 4d8 (18 hp)
Initiative: +0
Speed: 30 ft.
AC: 16 (+6 natural)
Attacks: Heavy mace +7 melee or unarmed strike +6 melee
Damage: Heavy mace 1d8+3 or unarmed strike 1d8+3
Face/Reach: 5ft. by 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Damage reduction 10/+1, SR 13, rilmani qualities
Saves: Fort +4, Ref +4, Will +5
Abilities: Str 17, Dex 10, Con 10, Int 12, Wis 13, Cha 14
Skills: Appraise +5, Bluff +9, Concentration +7, Craft (any one) +8, Listen +3, Sense Motive +8, Spot +3
Feats: Skill Focus: Craft (any one)
Climate/Terrain: Any land and underground
Organization: Solitary or band (4-24)
Challenge Rating: 4
Treasure: No coins; double goods; standard items
Alignment: Always neutral
Advancement: 5-10 HD (Medium-size)

Plumachs're short, stocky humanoids with dull, gray metallic skins. They're broad-shouldered and thick waisted, with wide, stubby hands and heavy legs. Plumachs lack the grace or strength of their more powerful kin, but they're stubborn and tenacious opponents. Some cutters take plumachs for stupid, but that's a risky assumption: Plumachs've got a great store of practical wisdom and common sense. They believe in hard work, respect where respect's due, and the common courtesy of staying out of other people's business.

As 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 crafts men at his chosen trade. Since the rilmani as a race require no food, shelter, or clothing, the plumachs devote their time to creating devices of comfort and convenience or works of art.

Combat

Plumachs resort to combat only when it's clear that their lives or interests're threatened. Otherwise, they don't want to get involved. Some cutters take the plumachs' apathy for incompetence, and're rudely surprised when the plumachs decide to stand and fight. Plumachs fight with heavy maces, clubs, and mauls of lead.

Spell-Like Abilities: At will: chill touch, detect chaos/evil/good/law, heat metal, and hold person. 1/day-solid fog. These abilities are as the spells cast by a 4th-level sorcerer (save DC 12 + spell level).

Source: Planescape Monstrous Compendium Appendix II
 
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Rilmani, Ferrumach
Medium-size Outsider
Hit Dice: 6d8+6 (33 hp)
Initiative: +0
Speed: 30 ft.
AC: 17 (+7 spiked half-plate)
Attacks: +1 halberd +12/+7 melee or unarmed strike +8/+5 melee
Damage: +1 halberd 1d10+9 or unarmed strike 1d8+4
Face/Reach: 5ft. by 5 ft./5 ft.
Special Attacks: Spell-like abilities, summon rilmani
Special Qualities: Damage reduction 10/+1, SR 18, rilmani qualities, healing hands
Saves: Fort +6, Ref +5, Will +6
Abilities: Str 19, Dex 10, Con 12, Int 14, Wis 13, Cha 14
Skills: Climb +13, Concentration +10, Jump +13, Intimidate +11, Listen +10, Search +8, Spot +10
Feats: Weapon Focus (halberd), Weapon Specialization (halberd)
Climate/Terrain: Any land and underground
Organization: Solitary or platoon (4-16)
Challenge Rating: 7
Treasure: No coins; double goods; standard items
Alignment: Always neutral
Advancement: 7-12 HD (Medium-size)

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

Ferrurnachs 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.

Combat

Ferrumachs wear heavy suits of dark, spiked half-plate armor. Their powerful builds allow them to wear armor of unusual strength and weight. Halberds, greataxes, and heavy flails are popular among their ranks.

Spell-Like Abilities: At will: blur, fog cloud, see invisibility, and silence. 3/day-dispel magic, ice storm. These abilities are as the spells cast by a 6th-level sorcerer (save DC 12 + spell level).

Healing Hands (Sp): Ferrumachs can lay on hands once per day, which heals up to 18 points of damage and combines the effects of remove disease and neutralize poison spells as cast by a 6th-level sorcerer.

Summon Rilmani (Sp): Once per day a ferrumach can attempt to summon 2d4 ferrumachs or 1 argenach with a 10% chance of success. Mulitple ferrumachs may attempt to join their summon rilmani abilities in one attempt, increasing the chance of success by 10% for each additional ferrumach who participates in the summoning.

Source: Planescape Monstrous Compendium Appendix II

More to come...
 
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Rilmani, Cuprilach
Medium-size Outsider
Hit Dice: 8d8+8 (44 hp)
Initiative: +5 (+5 Dex)
Speed: 50 ft.
AC: 20 (+5 Dex, +5 natural)
Attacks: 2 +2 short swords +15/+13/+10 melee or unarmed strike +11/+8 melee or +1 returning shuriken +14/+9 ranged
Damage: 2 +2 short swords 1d6+7/1d6+4 or unarmed strike 1d10+5 or +1 returning shuriken 1+1
Face/Reach: 5ft. by 5 ft./5 ft.
Special Attacks: Sneak attack +6d6, acid spray, spell-like abilities, summon rilmani
Special Qualities: Damage reduction 20+2, SR 20 rilmani qualities, uncanny dodge, evasion
Saves: Fort +7, Ref +11, Will +9
Abilities: Str 21 Dex 20, Con 12, Int 16, Wis 16, Cha 14
Skills: Bluff +13, Concentration +7, Escape Artist +9, Hide +16, Jump +10, Listen +14, Move Silently +16, Search +12, Sense Motive +14, Spot +14, Tumble +16
Feats: Ambidexterity, Exotic Weapon Proficiency (shuriken), Two-Weapon Fighting
Climate/Terrain: Any land and underground
Organization: Solitary or band (1-6)
Challenge Rating: 9
Treasure: No coins; double goods; standard items
Alignment: Always neutral
Advancement: 9-14 HD (Medium-size)

Cuprilachs're the spies, assassins, and secret soldiers of the rilmani. The argenachs act as advisers, and the ferrumachs stand bravely on the field of battle, but the cuprilachs strike from the shadows using stealth and speed to accomplish their goals. Cuprilachs believe that the only way the Balance'll ever be safe is by neutralizing high-up creatures of extreme alignment. They're easily the most dangerous rilmani, simply because they're the ones who're most likely to decide on the spot that a basher needs to be lost.

Cuprilachs appear as slight and wiry humans, with the easy grace and trim build of an elf or half-elf. Their features are human enough, except for the coppery sheen of their skin and their featureless, ruby-red eyes. There aren't many bloods in the Outlands who're as cocky or arrogant as a cuprilach, but their attitude stems from a professional pride - they're some of the best assassins on the planes, and they know it.

Combat

Cuprilachs don't fight fair. They're killers, not warriors, and they do whatever it takes to silence the opposition quickly and efficiently. Cuprilachs're fond of striking with two coppery +2 short swords in melee combat. They also carry several +1 returning shuriken.

Sneak Attack: Cuprilachs may sneak attack as a 12th-level rogue.

Acid Spray (Su): Once per day a cuprilach can create a cone of acid 20 feet long that causes 5d4+5 points of damage (Reflex save DC 13).

Spell-Like Abilities: At will: charm person, clairaudience/clairvoyance, detect invisibility, enervation, fog cloud, improved invisibility, nondetection, and poison. 3/day-dispel magic, 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 cuprilach can attempt to summon 1d3 cuprilachs with a 40% chance of success.

Uncanny Dodge (Ex): A cuprilach retains her Dexterity bonus to AC if caught flat-footed or struck by an invisible attacker. A cuprilach can only be flanked by rogues four levels higher than the cuprilach's Hit Dice.

Evasion (Ex): If exposed to any effect that normally allows it to attempt a Reflex saving throw for half damage, the cuprilach takes no damage with a successful saving throw.

Source: Planescape Monstrous Compendium Appendix II
 

I always thought the Rilmani were an interesting artifact of Planescape, and I'm glad you're converting them. I my have a chance to use them now!

Thank you, Shade,

- Devon
 

Thanks, Devon!

I always felt they filled the void between the celestials and the fiends, and they make for great ongoing encounters for the PC, because they could turn against you at any time if the balance shifts.

I'll try to post the rest of them here shortly.
 

Rilmani, Aurumach
Large Outsider
Hit Dice: 12d8+60 (114 hp)
Initiative: +9 (-1 Size, +5 Dex, +4 Improved Initiative)
Speed: 40 ft.
AC: 23 (-1 Size, +5 Dex, +9 armor)
Attacks: +3 vorpal greatsword +21/+15/+10 melee or unarmed strike +16/+13/+10 melee
Damage: +3 vorpal greatsword 2d6+10 or unarmed strike 2d8+7 melee
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Spell-like abilities, , summon rilmani, aura
Special Qualities: Damage reduction 40/+4, SR 24, rilmani qualities, aura, healing hands
Saves: Fort +11, Ref +11, Will +10
Abilities: Str 24, Dex 20, Con 20, Int 21, Wis 19, Cha 20
Skills: Concentration +16, Escape Artist +16, Hide +15, Knowledge (any five) +18, Listen +16, Move Silently +15, Search +15, Sense Motive +16, Spellcraft +18, Spot +16
Feats: Cleave, Improved Initiative, Power Attack
Climate/Terrain: Any land and underground
Organization: Solitary or company (1-3)
Challenge Rating: 16
Treasure: No coins; double goods; standard items
Alignment: Always neutral
Advancement: 13-21 HD (Large); 21-40 HD (Huge)

Very few nonrilmani have ever seen one of these bloods. 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 the path of things and objectively measure the state of the Balance, acting to correct it when it leans too far to one side or the other.

Aurumachs are 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. Aurumachs are occasionally found in fluted golden plate armor, bearing mighty swords or maces, but at the Spire they rarely need such martial trappings.

Vorpal Sword (Su): As a free action, an aurumach can conjure a +3 vorpal greatsword to his hand. This weapon cannot be disarmed. Should the sword leave the aurumach's hand for any reason, it will disappear until called again.

Aurumach Armor (Su): An aurumach's armor is the equivalent of a +4 mithral breastplate and can be summoned in a similar fashion to her weapon.

Aura (Su): As a free action, an aurumach can create a golden halo surrounding himself in a 15-foot radius. This energy automatically assumes a form that exploits an enemy's vulnerabilities: acid, cold, electricity, fire, sonic, positive energy or negative energy. Any hostile creature entering this area suffers 2d12 points of damage from the aurumach's aura. The aura also functions as a globe of invulnerability and stops missile attacks of any kind.

Spell-Like Abilities: At will: clairaudience/clairvoyance, cone of cold, fly, hallucinatory terrain, improved invisibility, mass charm, mass suggestion, mirror image, permanent image, prismatic spray, slow, solid fog, wall of fire, wall of force, wall of ice, and wall of iron. 1/day-geas/quest, symbol (any), time stop. 1/year: grant another's wish. These abilities are as the spells cast by a 12th-level sorcerer (save DC 15 + spell level).

The following abilities are always active on the aurumach’s person, as the spells cast by a 12th-level sorcerer: detect magic and see invisibility. They can be dispelled, but the aurumach can reactivate them as a free action.

Summon Rilmani (Sp): Once per day an aurumach can attempt to summon 1d8 ferrumachs with a 75% chance of success or 1d3 argenachs with an 80% chance of success.

Healing Hands (Sp): Aurumachs can lay on hands three times per day, combining the effects of heal, regeneration, and restoration spells as cast by a 12th-level sorcerer.

Source: Planescape Monstrous Compendium Appendix II
 

Rilmani, Argenach
Medium-size Outsider
Hit Dice: 9d8+18 (58 hp)
Initiative: +9 (+5 Dex, +4 Improved Initiative)
Speed: 40 ft.
AC: 21 (+5 Dex, +5 natural)
Attacks: +3 greatsword +19/+14 melee or unarmed strike +13/+10 melee
Damage: +3 greatsword 1d6+13 or unarmed strike 1d10+7
Face/Reach: 5ft. by 5 ft./5 ft.
Special Attacks: Spell-like abilities, , summon rilmani, energy rays +15 ranged touch, spells
Special Qualities: Damage reduction 30/+3, SR 22, rilmani qualities, healing hands
Saves: Fort +8, Ref +9, Will +9
Abilities: Str 24, Dex 20, Con 14, Int 18, Wis 18, Cha 18
Skills: Bluff +14, Concentration +12, Diplomacy +14, Hide +14, Knowledge (any three) +13, Listen +14, Move Silently
+14, Search +12, Sense Motive +14, Spot +14
Feats: Alertness, Improved Initiative, Weapon Focus (ray)
Climate/Terrain: Any land and underground
Organization: Solitary or band (1-4)
Challenge Rating: 10
Treasure: No coins; double goods; standard items
Alignment: Always neutral
Advancement: 10-15 HD (Medium-size)

Argenachs are especially interested in the affairs of the countless prime worlds, since they believe that the war of good and evil, law and chaos, will be fought and won in the realms of mortals. Even now, they say, the powers that exemplify these causes squabble over the spirits of humankind. The Prime's the only theater that counts. Thus, argenachs spend a lot of time away from the Outlands, mired in endless struggles on the Prime Material Plane.

Argenachs are tall, slender creatures with a 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 their mission. Argenachs favor greatswords and greataxes in combat.

Energy Rays (Su): Twice per round, argenachs may fire rays of silvery light projected from their hands. These rays inflict 1d20 points of damage, and always strike as an energy form that exploits an enemy's vulnerabilities: acid, cold, electricity, fire, sonic, positive energy or negative energy. For example, baatezu are immune to fire, so the argenach's rays might strike as electricity or sonic energy. These rays have a range of 180 feet.

Healing Hands (Sp): Argenachs can lay on hands once per day, which cures up to 36 points of damage.

Spell-Like Abilities: At will: clairaudience/clairvoyance, detect magic, fly, hallucinatory terrain, invisibility, mass charm, mirror image, permanent image, see invisibility, slow, solid fog, suggestion, and wall of fire, wall of force, wall of ice, and wall of iron. 3/day- cone of cold. 1/day-legend lore, prismatic spray. 1/week- geas/quest. These abilities are as the spells cast by a 9th-level sorcerer (save DC 14 + spell level).

Summon Rilmani (Sp): Once per day an argenach can attempt to summon 1d4 ferrumachs or another argenach with a 75% chance of success.

Source: Planescape Monstrous Compendium Appendix II
 

wow, this is so cool.

Rimali have always been my fave outsiders.

Say, does anyone have any pics from the PS MC II of the rimali? I want to show them to my friend. ( he got into dnd after 3e started so he never saw the original art, only the crappy new art for them from fiend folio.)
 


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