Aurumach (Rilmani) (CR 17)
AC: 36 (-1 size, +1 Dex, +12 +4 full plate, +14 natural), touch 10, flat-footed 35
Hit Dice: 16d8+112 (184 hp); DR: 15/good or evil or lawful or chaotic
Fort +17, Ref +14, Will +17
Speed: 50 ft.
Space: 10 ft./10 ft.
Base Attack +16; Grapple +26
Attack: Huge +3 halberd +25 melee
Full Attack: Huge +3 halberd +25/+20/+15/+10 melee
Damage: Huge +3 halberd 2d6+12 plus antithesis
Special Attacks/Actions: Antithesis, spell-like abilities, summon rilmani,
Abilities: Str 23, Dex 19, Con 24, Int 23, Wis 24, Cha 26
Special Qualities: fast healing 5, outsider traits, rilmani traits, SR 30, summon armor, summon weapon
Feats: Cleave; Great Cleave; Combat Expertise; Improved Trip; Power Attack; Weapon Focus (halberd)
Skills: Concentration +26, Craft or Knowledge (any seven) +25, Diplomacy +29, Listen +26, Search +25, Sense Motive +26, Spellcraft +26, Spot +26, and Survival +7 (+9 following tracks)
Advancement: 17-32 HD (Large); 33-48 HD (Huge)
Climate/Terrain: Any land or underground (Outlands)
Organization: Solitary or envoy (2-4)
Treasure/Possessions: No coins, double goods, standard items
Outsider Traits: Rilmani have darkvision (60-foot range), and they cannot be raised or resurrected (though a wish or miracle spell can restore life.
Rilmani Traits: Rilmani are immune to electricity and poison, and they have acid and sonic resistance 20.
Spell-like Abilities: At will - comprehend languages, detect chaos, detect evil, detect good, detect law, detect magic, detect thoughts, feather fall, sanctuary, tongues, charm monster, cone of cold, greater dispelling, magic circle against chaos, magic circle against evil, magic circle against good, magic circle against law, magic missile, mass suggestion, teleport without error (self plus maximum load of objects only); 3/day - dismissal, fly, forbiddance, heal, mind blank, prismatic spray, true seeing. Caster level 17th; save DC 18 + spell level.
Summon Rilmani (Sp): Rilmani can summon other rilmani as though casting a summon monster spell. Once per day, an aurumach can automatically summon 2d4 ferrumachs or 1d2 cuprilachs (aurumach's choice). Summoned creatures automatically return whence they came after 1 hour. A summoned rilmani cannot use its own summon ability for 1 hour.
An aurumach rarely initiates combat, since it prefers to use physical confrontation as a last resort. When it does enter melee, it is a formidable foe that is capable of dealing great damage with each deadly swing of its halberd. An aurumach often flies above a foe and makes trip attempts, and it withholds the use of its antithesis ability and the full fury of its attacks until it becomes clear the foe won't relent.
Antithesis (Su): Any creature that is hit by the aurumachs melee attack or that touches it with a natural weapon or unarmed attack takes a certain kind of damage depending on how its alignment varies from neutral. Chaotic creatures take 2d6 points of lawful damage. Lawful creatures take 2d6 points of chaotic damage. Evil creatures take 2d6 points of holy damage. Good creatures take 2d6 points of unholy damage. Thus, a creature of chaotic good alignment would take an extra 4d6 points of damage (2d6 lawful, 2d6 unholy) each time it was struck by the aurumach. An aurumach can suppress or resume the use of this ability as a free action.
Change Shape (Su): A rilmani can assume the form of any Small or Medium humanoid.
Fast Healing (Ex): An aurumach regains lost hit points at the rate of 5 per round as long as it has at least 1 hit point. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow an aurumach to regrow or reattach lost body parts.
Summon Armor (Su): An aurumach rilmani wears no armor, but when threatened by any attack, a semitranslucent suit of golden +4 full plate appears on its body just in time to help defend against the attack and then vanishes immediately after. The appearance of this armor cannot be prevented, but it can be suppressed in an antimagic field. The armor never affects an aurumach's speed, weight carried, or skill checks.
Summon Weapon (Su): An aurumach can be armed in an instant by magically summoning a golden Huge +3 halberd. When separated from the aurumach, the weapon vanishes. An aurumach can summon or dispel its own weapon as a free action.
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.