Aurumach (Rilmani)

Large Outsider (Extraplanar) — CR 17

()Updated 3.5

Aurumach (Rilmani) is a D&D 3.5 monster from —. CR 17, HD 16d8+112 (184 hp).

Hit Dice
16d8+112 (184 hp)
Initiative
+4
Speed
land 50 ft, 50 ft.
Base Attack / Grapple
+16/+26
Attack
Huge +3 halberd +25 melee
Full Attack
Huge +3 halberd +25/+20/+15/+10 melee
STR
23
DEX
19
CON
24
INT
23
WIS
24
CHA
26
Fort / Ref / Will
+17 / +14 / +17
Challenge Rating
17
Alignment
Always neutral
Organization
Solitary or envoy (2-4)
Treasure
No coins, double goods, standard items
Level Adjustment
+9
Spell Resistance
30

Special Abilities

Summon RilmaniAntithesisChange ShapeFast HealingSummon ArmorSummon Weapon

Feats

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. Extraplanar Subtype 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.

Description

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. Extraplanar Subtype 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.