Cuprilach (Rilmani)

Medium Outsider (Extraplanar) — CR 12

()Updated 3.5

Cuprilach (Rilmani) is a D&D 3.5 monster from —. CR 12, HD 12d8+60 (114 hp).

Hit Dice
12d8+60 (114 hp)
Initiative
+7
Speed
land 40 ft, 40 ft., climb 20 ft.
Base Attack / Grapple
+12/+16
Attack
+2 rapier +21 melee, or +1 speed longbow +20 ranged
Full Attack
+2 rapier +21/+16/+11 melee, or +1 speed longbow +20/+15/+11 ranged
STR
19
DEX
24
CON
20
INT
18
WIS
19
CHA
23
Fort / Ref / Will
+13 / +15 / +12
Challenge Rating
12
Alignment
Always neutral
Organization
Solitary or squad (2-8)
Treasure
No coins, double goods, standard items
Level Adjustment
+5
Spell Resistance
25

Special Abilities

Change ShapeSneak AttackSummon RilmaniSwift StrikesHide in Plain SightTrap SenseUncanny Dodge

Feats

Cuprilachs vary what tactics they use depending upon the nature and urgency of their mission. Most cuprilachs prefer simple "seek and destroy" missions that allows them to use their magic to locate a target and get close before unleashing deadly hail of arrows. At other times cuprilachs use their skills to infiltrate an organization or an individual's life, and then they ply their victims with lies to lure the rilmani's foes into a dangerous situation that eliminates them. A cuprilach can be summoned using a summon monster IX spell. 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

Cuprilachs vary what tactics they use depending upon the nature and urgency of their mission. Most cuprilachs prefer simple "seek and destroy" missions that allows them to use their magic to locate a target and get close before unleashing deadly hail of arrows. At other times cuprilachs use their skills to infiltrate an organization or an individual's life, and then they ply their victims with lies to lure the rilmani's foes into a dangerous situation that eliminates them. A cuprilach can be summoned using a summon monster IX spell. 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.