Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*Dungeons & Dragons
The Rilmani: Champions of Neutrality (conversion)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Shade" data-source="post: 169311" data-attributes="member: 287"><p><strong>Rilmani, Argenach</strong></p><p>Medium-size Outsider</p><p>Hit Dice: 9d8+18 (58 hp)</p><p>Initiative: +9 (+5 Dex, +4 Improved Initiative)</p><p>Speed: 40 ft.</p><p>AC: 21 (+5 Dex, +5 natural)</p><p>Attacks: <em>+3 greatsword</em> +19/+14 melee or unarmed strike +13/+10 melee</p><p>Damage: <em>+3 greatsword</em> 1d6+13 or unarmed strike 1d10+7</p><p>Face/Reach: 5ft. by 5 ft./5 ft.</p><p>Special Attacks: Spell-like abilities, , summon rilmani, energy rays +15 ranged touch, spells</p><p>Special Qualities: Damage reduction 30/+3, SR 22, rilmani qualities, healing hands</p><p>Saves: Fort +8, Ref +9, Will +9</p><p>Abilities: Str 24, Dex 20, Con 14, Int 18, Wis 18, Cha 18</p><p>Skills: Bluff +14, Concentration +12, Diplomacy +14, Hide +14, Knowledge (any three) +13, Listen +14, Move Silently </p><p>+14, Search +12, Sense Motive +14, Spot +14</p><p>Feats: Alertness, Improved Initiative, Weapon Focus (ray) </p><p>Climate/Terrain: Any land and underground</p><p>Organization: Solitary or band (1-4)</p><p>Challenge Rating: 10</p><p>Treasure: No coins; double goods; standard items</p><p>Alignment: Always neutral</p><p>Advancement: 10-15 HD (Medium-size)</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p><strong>Energy Rays (Su):</strong> 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. </p><p></p><p><strong><em>Healing Hands</em> (Sp):</strong> Argenachs can lay on hands once per day, which cures up to 36 points of damage.</p><p></p><p><strong>Spell-Like Abilities:</strong> At will: <em>clairaudience/clairvoyance, detect magic, fly, hallucinatory terrain, invisibility, mass charm, mirror image, permanent image, see invisibility, slow, solid fog, suggestion,</em> and <em>wall of fire, wall of force, wall of ice,</em> and <em>wall of iron</em>. 3/day- <em>cone of cold</em>. 1/day-<em>legend lore, prismatic spray</em>. 1/week- <em>geas/quest</em>. These abilities are as the spells cast by a 9th-level sorcerer (save DC 14 + spell level).</p><p></p><p><strong><em>Summon Rilmani</em> (Sp):</strong> Once per day an argenach can attempt to summon 1d4 ferrumachs or another argenach with a 75% chance of success.</p><p></p><p><strong>Source: Planescape Monstrous Compendium Appendix II</strong></p></blockquote><p></p>
[QUOTE="Shade, post: 169311, member: 287"] [B]Rilmani, Argenach[/B] 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: [I]+3 greatsword[/I] +19/+14 melee or unarmed strike +13/+10 melee Damage: [I]+3 greatsword[/I] 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. [B]Energy Rays (Su):[/B] 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. [B][I]Healing Hands[/I] (Sp):[/B] Argenachs can lay on hands once per day, which cures up to 36 points of damage. [B]Spell-Like Abilities:[/B] At will: [I]clairaudience/clairvoyance, detect magic, fly, hallucinatory terrain, invisibility, mass charm, mirror image, permanent image, see invisibility, slow, solid fog, suggestion,[/I] and [I]wall of fire, wall of force, wall of ice,[/I] and [I]wall of iron[/I]. 3/day- [I]cone of cold[/I]. 1/day-[I]legend lore, prismatic spray[/I]. 1/week- [I]geas/quest[/I]. These abilities are as the spells cast by a 9th-level sorcerer (save DC 14 + spell level). [B][I]Summon Rilmani[/I] (Sp):[/B] Once per day an argenach can attempt to summon 1d4 ferrumachs or another argenach with a 75% chance of success. [B]Source: Planescape Monstrous Compendium Appendix II[/B] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
The Rilmani: Champions of Neutrality (conversion)
Top