Ferrumach (Rilmani) (CR 9)
AC: 30 (+1 Dex, +7 natural, +9 +1 full plate, +3 +1 large steel shield) touch 11, flat-footed 29
Hit Dice: 8d8+72 (108 hp); DR: 10/good or evil or lawful or chaotic
Fort +15, Ref +7, Will +7
Speed: 30 ft. (20 ft. in +1 full plate)
Space: 5 ft./5 ft.
Base Attack +8; Grapple +15
Attack: +1 heavy lance +16 melee, or +1 battleaxe +16 melee
Full Attack: +1 heavy lance +16/+11 melee, or +1 battleaxe +16/+11 melee
Damage: +1 heavy lance 1d8+8, +1 battleaxe 1d8+8
Special Attacks/Actions: Fear aura, spell-like abilities, summon rilmani
Abilities: Str 24, Dex 13, Con 28, Int 15, Wis 13, Cha 20
Special Qualities: outsider traits, rilmani traits, SR 20
Feats: Mounted Combat; Ride-By Attack; Spirited Charge
Skills: Climb +16 (+18 ropes), Concentration +16, Diplomacy +7, Escape Artist +1 (+3 ropes), Intimidate +20, Listen +16, Profession (soldier) +16, Ride +16, Search +17, Sense Motive +17, Spot +16, Survival +1 (+3 following tracks), and Use Rope +16
Advancement: 9-16 HD (Medium-size); 17-24 HD (Large)
Climate/Terrain: Any land or underground (Outlands)
Organization: Solitary or squad (2-8)
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.
Summon Rilmani (Sp): Once per day, a ferrumach can summon 1d2 ferrumachs with a 35% chance of success. On a failure, no rilmani answer the summons. Summoned creatures automatically return whence they came after 1 hour. A summoned rilmani cannot use its own summon ability for 1 hour.
Although the most martial and aggressive of the rilmani, ferrumachs would rather have creatures obey their commands and observe rilmani ideals than fight them. Ferrumachs often attempt to intimidate and frighten away foes before resorting to violence. Even so, ferrumachs are well equipped to use force to carry out the aurumachs' orders.
A ferrumach can be summoned using a summon monster VII spell.
Change Shape (Su): A rilmani can assume the form of any Small or Medium humanoid.
Fear Aura (Su): As a free action, a ferrumach can produce a fear effect. This ability functions like a fear spell (caster level 10th; save DC 19), except that in affects all creatures within a 15-foot radius around the ferrumach. Any creature that makes a successful saving throw against the effect cannot be affected again by that ferrumach's fear aura for one day. All rilmani and any creatures the ferrumach chooses are immune to its fear aura.
Spell-like Abilities: At will - blur, command, obscuring mist, see invisibility, silence, comprehend languages, detect chaos, detect evil, detect good, detect law, detect magic, detect thoughts, feather fall, sanctuary, tongues; 3/day - cure moderate wounds, dispel magic, ice storm, phantom steed. Caster level 9th; save DC 15 + spell level.
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.