Planescape Converting Planescape monsters

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Suggested Skill Ranks: Bluff 17, Concentration 14, Diplomacy 16, Disguise 14, Gather Information 14, Intimidate 14, Knowledge (any two) 14, Knowledge (the planes) 14, Listen 14, Search 14, Spot 14, Sense Motive 14.
 

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Suggested Feats: Negotiator, Persuasive, Point Blank Shot, Precise Shot, Weapon Focus (energy ray).
 

Updating the stat block to speed things along... ;)

Rilmani, Argenach
Medium Outsider (Extraplanar, Rilmani)
Hit Dice: 14d8+84 (147 hp)
Initiative: +3
Speed: 40 ft (8 squares)
Armor Class: 21 (+3 Dex, +8 natural), touch 13, flat-footed 18
Base Attack/Grapple: +14/+21
Attack: +3 greatsword +21 melee (2d6+10/19-20)
Full Attack: Silvery rays +17/+12 ranged touch (1d20 energy) or +3 greatsword +21/+16/+11 melee (2d6+10/19-20)
Space/Reach: 5 ft/5 ft
Special Attacks: Spell-like abilities, summon rilmani, silvery rays
Special Qualities: Damage reduction 15/good or evil or lawful or chaotic, darkvision 60 ft, immunity to electricity and poison, lay on hands (?), resistance to acid 10 and sonic 10, spell resistance 22
Saves: Fort +15 Ref +12 Will +12
Abilities: Str 24, Dex 17, Con 22, Int 16, Wis 16, Cha 19
Skills: 187 (Ranks--Bluff 17, Concentration 14, Diplomacy 16, Disguise 14, Gather Information 14, Intimidate 14, Knowledge (any two) 14, Knowledge (the planes) 14, Listen 14, Search 14, Spot 14, Sense Motive 14?)
Feats: 5 (Negotiator, Persuasive, Point Blank Shot, Precise Shot, Weapon Focus ([energy ray])?

Environment: Concordant Domain of the Outlands
Organization: Solitary or band (1-4)
Challenge Rating: X
Treasure: No coins, double goods, standard items
Alignment: Always neutral
Advancement: 15-28 HD (Medium); 29-42 (Large)
Level Adjustment: +X

This tall, slender humanoid has a silvery sheen to its skin. It is smooth-skinned and hairless, and wears white, flowing robes and wields a greatsword.

An argenach is 7 feet tall and weighs 225 pounds.

An argenach can speak Rilmani, Common, Undercommon.

COMBAT

Energy Rays (Su): Twice per round, an argenach may fire a ray of silvery light projected from its 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 and resistant to acid and cold, so the argenach's rays might strike as electricity or sonic energy. If a creature has vulnerability to a certain energy type, such as vulnerability to cold for creatures with the fire subtype, the argenach's rays will exploit this vulnerability over other energy types. These rays have a range of 180 feet.

Summon Rilmani (Sp): Once per day, an argenach can summon 1d4 ferrumachs with a 60% chance of success or another argenach with a 40% chance of success. This ability is the equivalent of an Xth-level spell. (A ferrumach can be summoned using summon monster VII, so 1d4 would seem to be summon monster VIII. However, a cuprilach is on the summon monster IX list, and the argenach should be of at least a comparable level to a cuprilach, so I think it should be the equivalent of a 9th-level spell.)
 



This one’s been sitting too long as well!

An argenach who fights bare-handed call still inflict 1d10 points of damage per hit.

this is why I wanted to keep it with a slam attack.

Argenachs also command a battery of formidable spell-like powers, which they can use one at a time, once per round. These include: advanced illusion, cone of cold (9d4+9 points of damage, 3/day), detect magic, detect invisibility, ESP, fly, geas (1/week), hallucinatory terrain, invisibility, legend lore (1/day), mass charm, mirror image, prismatic spray (1/day), slow, solid fog, suggestion, and wall of fire. An argenach can also lay on hands once per day, duplicating the effects of a heal spell except that no more than 36 points of damage can be cured.

I forget if there were any “standard” rilmani spell-likes, but I know I wrote it down. ;) give me a minute…
 

BOZ said:
This one’s been sitting too long as well!

The Balance was quite disturbed without them around. ;)

BOZ said:
this is why I wanted to keep it with a slam attack.

The aurumach and I believe the cuprilach used to have similar text, but don't have slam attacks in their FF writeups. I don't see a problem with it, I was just noting that it no longer appears to be standard for rilmani.

BOZ said:
I forget if there were any “standard” rilmani spell-likes, but I know I wrote it down. ;) give me a minute…

Take a few minutes.
;)
 

so, in addition to what they have listed above, they should have:

Spell-Like Abilities: At will – comprehend languages, detect chaos, detect evil, detect good, detect law, detect magic, detect thoughts, feather fall, sanctuary, tongues; 3/day – polymorph. (Caster level is usually HD or HD +1).

and telepathy 100 ft. :)
 


not entirely sure, but it doubt it's much.

here are the spell-likes, a bit better fixed up.

Spell-Like Abilities: At will - (advanced illusion,) comprehend languages, detect chaos, detect evil, detect good, detect law, detect magic, detect thoughts, feather fall, fly, hallucinatory terrain, invisibility, (mass charm,) mirror image, sanctuary, see invisibility, slow, solid fog, suggestion, tongues, wall of fire; 3/day – cone of cold, polymorph; 1/day - legend lore, prismatic spray; 1/week - geas/quest (1/week). Caster level Xth (usually HD or HD +1). The save DCs are Charisma-based.
 

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