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.