Planescape Converting Planescape monsters

Status
Not open for further replies.

log in or register to remove this ad

It looks like it should be 10/cold iron or evil. That is what the comparable firre, bralani, and shiradi possess.
 

here's my ideas for skill ranks:

Skills: Concentration +10, Diplomacy +4, Escape Artist +8, Handle Animal +9, Hide +8, Intimidate +9, Jump +9, Listen +10, Move Silently +10, Ride +12, Sense Motive +11, Spot +10, Tumble +9
 



Remove the question mark after 135 pounds (that seems an appropriate weight), and I think we're done! :D
 

guess you'd like me to start on the rilmani then right? ;) i'll see what i can do to get that going over the weekend...

just the plumach and argenach?
 
Last edited:

BOZ said:
guess you'd like me to start on the rilmani then right? ;) i'll see what i can do to get that going over the weekend...

just the plumach and argenach?

You bet. :D I think those are the only two left, with the abiorach in the overhaul thread.
 

alphabetically first... ;)


RILMANI, ARGENACH

CLIMATE/TERRAIN: The Spire, any prime world
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Omnivore
INTELLIGENCE: Genius (17-18)
TREASURE: R, Z, U
ALIGNMENT: Neutral

No. APPEARING: 1 (1-4 at the Spire)
ARMOR CLASS: -1
MOVEMENT: 15
HIT DICE: 9
THAC0: 11
No. OF ATTACKS: 2 or 1
DAMAGE/ATTACK: 1d20/1d20 (rays) or 1d8+ 10 (weapon +3, +7 damage) or 1d10 (bare fists)
SPECIAL ATTACKS: Beams, spells
SPECIAL DEFENSES: +3 weapon to hit
MAGIC RESISTANCE: 55%
SIZE: M (7’ tall)
MORALE: Champion (15-16)
XP VALUE: 16,000

Wherever the Balance is, threatened, that's where the argenachs'll be found. They're advisers and agitators, working to ensure that no one gains the upper hand for long, in any part of the multiverse. Argenachs are the second-highest bloods among the rilmani, entrusted with the execution of the most delicate and subtle parts of the rilmani's grand purpose: the careful adjustment of the Balance in places where it's out of kilter and can’t fix itself.

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.

The argenachs' methods are subtle, but simple. They give advice and knowledge to whatever side's threatened, trying to even things out. Argenachs often conceal their true identity, since no one likes being played for a puppet. They'll be found masquerading as helpful sages who aid their protégés in a struggle against evil or chaos, or as cold-hearted bloods advising ambitious cutters on how to go about besting the forces of law or good. More often than not, argenachs'll take a neutral role and just watch to see how, things are turning out.

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 great, wide-bladed broad swords and long-handled axes in combat.

COMBAT: Argenachs avoid physical combat when possible. Their primary means of defense are rays of silvery light projected from their hands. These rays inflict 1d20 points of damage, and always strike as an energy form their target's vulnerable to. For example, baatezu are immune to fire, so the argenach's rays might strike as electricity or magic missiles. Argenachs can fire two rays per round, to a range of 60 yards.

Argenachs are deceptively strong, with the equivalent of a 19 Strength. If' forced into melee combat, they strike with their mystic weapons (usually enchanted to +3 value) at a +3 attack bonus and inflict +7 points of damage. An argenach who fights bare-handed call still inflict 1d10 points of damage per hit.

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.

Argenachs can be damaged only by +3 or better weapons. They prefer to use their spell-like powers of charm, illusion, or suggestion to avoid physical confrontations, but fight with ruthless efficiency when required. Once per day argenachs can open a gate (75% chance of success), bringing 1 to 4 ferrumachs (60% chance) or 1 other argenach (40% chance) to their aid.

HABITAT/SOCIETY: Argenachs are the loners of rilmani society, which is fairly reclusive to begin with. They answer directly to the aurumachs and are usually given only broad guidelines instead of specific orders. For example, an argenach might be ordered into a struggle with no instruction more detailed than "There's trouble on Toril. Deal with it." Of course, an argenach's extremely intelligent and resourceful, and that's all the orders he'll need to get the job done.


Some preliminary stats for the argenach:

Rilmani, Argenach
Medium Outsider (Extraplanar, Rilmani)
Hit Dice: 14d8+X (X hp)
Initiative: +X
Speed: 40 ft (8 squares)
Armor Class: 21 (+X Dex, +X natural), touch X, flat-footed X
Base Attack/Grapple: +14/+X
Attack: X
Full Attack: Silvery rays +X/+X ranged touch (1d20 energy) or +3 weapon +X melee (1dX+X) or slam +X melee (1d10?)
Space/Reach: 5 ft/5 ft
Special Attacks: Spell-like abilities, summon rilmani, silvery rays
Special Qualities: Damage reduction X/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 +6 Ref +6 Will +7
Abilities: Str 24? Dex X Con X Int 14 Wis X Cha X
Skills:
Feats: 5

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


An argenach is 7 feet tall and weighs X pounds.

An argenach can speak Rilmani, Common, Undercommon.

COMBAT


Originally found in Planescape Monstrous Compendium Appendix II (1995, Rich Baker).
 
Last edited:

Str 24 should be correct, according to the conversion guide.

For the other stats, here's what the other rilmani have:
Aurumach Str 23, Dex 19, Con 24, Int 23, Wis 24, Cha 26
Cuprilach Str 19, Dex 24, Con 20, Int 18, Wis 19, Cha 23
Ferrumach Str 24, Dex 13, Con 28, Int 15, Wis 13, Cha 20

I'd bump up the Int, since these guys are supposed to advisers and agitators. As it stands, they aren't as intelligent as the ferrumachs, which are foot soldiers. Also, all the other rilmani got Int boosts in 3E.

I'd recommend Str 24, Dex 17, Con 22, Int 21, Wis 21, Cha 24

Base Attack/Grapple: +14/+21
Attack: +3 greatsword +21 melee (2d6+10/19-20)
Full Attack: Silvery rays +X/+X ranged touch (1d20 energy) or +3 greatsword +21/+16/+11 melee (2d6+10/19-20) or slam +X melee (1d10+7)

Here's a stab at some of the special abilities:

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.
 
Last edited:

Status
Not open for further replies.
Remove ads

Top