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D&D 3E/3.5 Creature Catalog 3.5 Overhaul Project

BOZ

Creature Cataloguer
feat... Alertness or Power Attack?

and did we agree on fire resistance 5 or 10?

weight... 300-350 pounds? ("max" weight for Medium is 500.) i imagine them being heavier than a human, what with that limestone carapace.
 

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BOZ

Creature Cataloguer
why wait? ;)

Rilmani (Abiorach)

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Medium-size Outsider
Hit Dice: 5d8+5 (27 hp)
Initiative: +1 (Dex)
Speed: 30 ft, fly 50 ft (average)
AC: 18 (+1 Dex, +7 natural)
Attacks: Trident + 10 melee
Damage: Trident 1d8+6
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Spell-like abilities, summon elemental
Special Qualities: Damage reduction 10/+1, SR 16, know alignment, plane shift, attune to elemental plane, Rilmani qualities
Saves: Fort +5 Ref +5 Will +6
Abilities: Str 18 Dex 13 Con 13 Int 14 Wis 14 Cha 12
Skills: Bluff +6, Concentration +9, Diplomacy +6, Knowledge (the planes) +10, Listen +10, Spellcraft +10, Spot +10
Feats: Combat Casting, Weapon Focus (trident)

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Climate: Any land and underground
Organization: Solitary or band (2-4)
Challenge Rating: 05
Treasure: Standard
Alignment: Always neutral
Advancement: 6-15 HD (Medium-size)

The abiorach are given the task of watching over the various elemental planes. Should the denizens of one plane become too powerful, it is the abiorach’s job to report this swing in the Balance to their master, who immediately dispatches more powerful agents to maintain the Balance.

Abiorachs bear a passing resemblance to adolescent humans with slight builds and youthful features. However, their bodies gleam with a liquid, silver shine that flows and shifts with every movement. Their eyes are crystalline and tend to catch a rainbow of colors. Abiorachs are a little more open and care-free than most of their kind, but they can be temperamental and capricious creatures; they’re used to looking at things from an elemental, not human, viewpoint.

COMBAT
Abiorachs are among the weakest of the rilmani and prefer to solve their conflicts through trickery, deception, or manipulation. If forced into combat, the abiorach attacks with its trident and spell-like abilities.

Spell-Like Abilities: At will—charm monster, darkness, daylight, dismissal, glitterdust, hold monster, mirror image, polymorph self, shocking grasp, and teleport without error (self plus 50 pounds of objects only). These abilities are as the spells cast by a 10th-level sorcerer (save DC 11 + spell level).

Depending on which elemental plane an abiorach is attuned to, it gains the following spell-like abilities: 3/day—control water (water), flaming sphere (fire), gust of wind (air), or move earth (earth); 1/day—horrid wilting (water), wall of fire (fire), wall of force (air), or wall of stone (earth). Each is as the spell cast by a 10th-level sorcerer (save DC 13 + spell level).

Summon Elemental (Sp): When attuned to a particular elemental plane (see below), the abiorach can, once per day, summon an 8 HD elemental with a 35% chance of success.

Know Alignment (Su): Rilmani always know the alignment of any creature within 30 feet. This ability can be dispelled but the rilmani can restart it as a free action on its next turn.

Plane Shift (Sp): A rilmani can enter any of the elemental planes or outer planes, or the Astral Plane. This ability transports the rilmani and up to six other creatures, provided they all link hands with the rilmani. It is otherwise similar to the spell of the same name.

Attune to Elemental Plane (Ex): When an abiorach attunes with an elemental plane it functions (more or less) as a native of that plane. The abiorach must be on the plane it attunes with and must remain on that plane. If it leaves the plane (either on its own or against its will) it immediately loses any benefits gained from attuning.

The abiorach gains immunity to all damage-dealing effects of the plane (for example, a rilmani attuned to the Plane of Fire suffers no fire damage while on that plane), it can see normally in the attuned plane, it can move normally in the attuned plane and suffers no other ill effects from that particular plane. In addition, the abiorach gains the ability to use its spell-like abilities associated with this plane (see above) and can summon an elemental native to this plane once per day (again, see above).

Rilmani Qualities (Ex): Immune to poison and electricity; acid resistance 20; darkvision to a range of 60 feet.

Telepathy (Su): Rilmani can communicate telepathically with any creature within 100 feet that has a language.


1995 Wizards of the Coast, Inc.
Originally found in Planescape Appendix II


Naturally, we will make the changes we’ve discussed in the rilmani thread. Telepathy and rilmani qualities will be removed from the description; HD will be raised to 6; poison and electricity immunity as well as darkvision will be moved to the SQ section; resistances will be changed to acid 10 and sonic 10; damage reduction will be changed to “10(?)/good or evil or lawful or chaotic”.

Other quick changes: add a Rilmani subtype (maybe it doesn’t exist yet, but it no doubt will if rilmani are ever reprinted) and Extraplanar subtype; environment is Outlands (though I’m thinking if they attune to an elemental plane, they are also temporarily native to that plane); know alignment will also be removed, as that is now covered by spell-like abilities; they also now have a 3rd feat, and more skill points.
 

Shade

Monster Junkie
Here's an updated stat block to work with.

Rilmani, Abiorach
Medium Outsider (Extraplanar, Rilmani)
Hit Dice: 6d8+6 (33 hp)
Initiative: +1
Speed: 30 ft (6 squares), fly 50 ft (average)
Armor Class: 18 (+1 Dex, +7 natural), touch 11, flat-footed 17
Base Attack/Grapple: +6/+10
Attack: Trident +11 melee (1d8+6)
Full Attack: Trident +11 melee (1d8+6)
Face/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, summon elemental
Special Qualities: Attune to elemental plane, darkvision 60 ft., damage reduction 10(?)/good or evil or lawful or chaotic, immunity to electricity and poison, SR 16, plane shift, resistance to acid 10 and sonic 10
Saves: Fort +5 Ref +5 Will +6
Abilities: Str 18 Dex 13 Con 13 Int 14 Wis 14 Cha 12
Skills: Bluff +6, Concentration +9, Diplomacy +6, Knowledge (the planes) +10, Listen +10, Spellcraft +10, Spot +10 (90 ranks total)
Feats: Combat Casting, Weapon Focus (trident), 1 more
Environment: Outlands
Organization: Solitary or band (2-4)
Challenge Rating: 5?
Treasure: No coins, double goods, standard items
Alignment: Always neutral
Advancement: 6-15 HD (Medium)
Level Adjustment: +X
 

BOZ

Creature Cataloguer
did that already. :D but ours were nearly identical (you forgot the base save increase from 5HD-6HD), which is refreshing. :)


here are the original abiorach stats:

RILMANI, ABIORACH

CLIMATE/TERRAIN: The Spire, any Inner Planes
FREQUENCY: Rare
ORGANIZATION: Band
ACTIVITY CYCLE: Any
DIET: Omnivore
INTELLIGENCE: High (13-14)
TREASURE: W
ALIGNMENT: Neutral

No. APPEARING: 2-8
ARMOR CLASS: 2
MOVEMENT: 15, Fl 18
HIT DICE: 5
THAC0: 15
No. OF ATTACKS: 1
DAMAGE/ATTACK: 3d4+3 (weapon)
SPECIAL ATTACKS: Spell-like powers
SPECIAL DEFENSES: Struck only by +1 or better weapons
MAGIC RESISTANCE: 25%
SIZE: M (5’ tall)
MORALE: Elite (13-14)
XP VALUE: 2,000

There are worlds you’ve never even dreamed of, leatherhead. Why d'you insist on thinking that the Elemental Planes're full of nothing bur earth or water? I’ve seen aerial empires as great as anything ever raised on land, cities of coral, and wars fought in the darkness of bottomless caverns. The Balance must he served there, too. Don't forget it.
- Riolona, abiorach rilmani

The Elemental Planes are a theater of conflict between the forces of good and evil, just as the Prime Material and the Outer Planes are. Malicious demielementals such as dao or efreet pursue wars of expansion and aggression against the lawful or good residents of those planes. The creatures known as the princes of elemental evil it seek to control all of their kind. The rilmani're as watchful over these arenas of conflict as they are of any others, and the abiorachs're their agents in the Elemental Planes.

Generally, abiorachs avoid conflicts with the powerful denizens of the Elemental Planes. They're among the weakest of the rilmani and look for ways to solve problems through manipulation and trickery rather than open battle. Abiorachs aren't often called upon to intervene in the affairs of the Elemental Planes, since the elements have a natural inclination to neutrality, but there's always some blood who wants to change that, so the abiorachs rarely let down their guard.

Abiorachs bear a passing resemblance to adolescent humans with slight builds and youthful features. However, their bodies gleam with a liquid, silver shine that flows and shifts with every movement. Their eyes are crystalline and tend to catch a rainbow of colors. Abiorachs're a little more open and carefree than most of their kind, but they can be temperamental and capricious creatures: they're used to looking at things from an elemental, not human, viewpoint.

COMBAT: Abiorachs prefer to fight with short, broad-bladed forks, demilunes, or tridents enchanted to a +1. Like many rilmani they're stronger than they look; an abiorach's got an effective 18 Strength and gains the appropriate damage bonuses. (Many a mephit's misjudged on abiorach to its lasting woe!) Abiorachs've got a very useful and powerful natural defense: While on an Elemental Plane, try can attune themselves completely to that plane, gaining the movement a immunities of an elemental of that type. For example, an abiorach on the Elemental Plane of Fire can’t be harmed by fire, is accepted by fire elementals as one of their own kind, and can move through the plane as if she were an elemental guide.

Abiorachs can use the spell-like abilities of charm monster (including attuned elementals), detect alignment, gaze reflection, glitterdust, invisibility, mirror image, and shocking grasp (1d8+5 points of damage) at will. Up to three times per day abiorachs can use one of' the following minor powers, depending on which plane they're attuned to: dig, flaming sphere, gust of wind, or lower water. Once per day they may use a major power, including transmute water to dust, wall of fire, wall of force (air), or wall of stone.

Abiorachs can be struck only by +1 or better weapons. They cannot gate, but in an attuned plane an abiorach has a 25% chance to successfully summon an elemental to her aid.

HABITAT/SOCIETY: Abiorachs often travel the Elemental Planes in small bands, easily shifting from one to the other by using their elemental immunity. They rarely remain in
one area for long. Normally, the most intelligent and experienced abiorach acts as an informal captain for the group, directing its activities. On the Outlands, abiorachs are more subdued and reserved – being under the noses of the aurumachs and argenachs brings out their serious side.
 

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