#aurumach rilmani
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A token for one of the forms my druid Kopio can take with the Shapechange spell, an Aurumach Rilmani!
These celestials help preserve the balance of order and chaos throughout the cosmos, and can discern what exactly will strike an enemy hardest.
I'm quite happy with how the overall look of this came out, from the cervine overall look to the spiral fractal patterning and the energy blades manifesting.
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Rilmani, Ferrumach
Image © @ingdamnit
[Commissioned by @filbypott. For more information about the rilmani type, see the first one I wrote up, the plumach]
Rilmani, Ferrumach CR 7 N Outsider This humanoid is tall and strong, but their face is expressionless and their opalescent eyes betray no emotion. Their skin is the color of iron, nearly indistinguishable from the spiked plate mail they wear.
Ferrumachs are the dedicated soldiers of the rilmani. They fight on the orders of their superiors without question, carrying out warfare without either honor or brutality. A ferrumach rarely if ever shows emotions, and their dull grey skin leads some to assume that they are constructs. Their movement is regimented but not graceful, and is completely unhindered by even the heaviest of armors. Ferrumachs fight for the cause of balance, striking against whatever alignment or faction threatens to gain undue power or expand its influence. As such, it is difficult to tell whether a ferrumach is an ally or enemy until they actually engage in combat, and in the case of prolonged conflicts, they may switch sides if one becomes too ambitious in their aims. When not engaged in warfare, the ferrumachs stand watch over the Spirelands, maintaining the last bastions of rilmani territory and guarding more powerful rilmani such as aurumachs.
A ferrumach is a skilled melee combatant. They are incredibly strong, and their implacable gaze can strike fear into the hearts of even determined opponents. Their lack of grace extends to the use of ranged weapons, so they typically prefer to approach under cover or concealment rather than engage in prolonged missile fire. If they require mobility, they conjure phantom steeds or ride astride powerful monstrous beasts. Most ferrumachs favor the use of edged weapons—halberds and greataxes are perennial favorites. Ferrumachs make for surprisingly good battlefield medics, and they are quick to heal their superiors or key allies.
Ferrumach Cavalry Cavalry soldiers are not uncommon among the ferrumach—they do not differ in statistics in any way except for feats. A ferrumach cavalry has Mounted Combat, Ride-by Attack, Skill Focus (Ride) and Spirited Charge as its feats.
Ferrumach CR 7 XP 3,200 N Medium outsider (extraplanar, rilmani) Init +4; Senses darkvision 60 ft., Perception +14, see alignment, see invisibility Defense AC 25, touch 10, flat-footed 25 (+9 armor, +6 natural) hp 76 (8d10+32) Fort +6, Ref +6, Will +9; +2 vs. banishment or dismissal DR 10/aligned; Immune electricity, poison, sonic; Resist acid 10, fire 10; SR 18 Offense Speed 30 ft. Melee masterwork halberd +15/+10 (1d10+9/x3) or armor spikes +14/+9 (1d6+6) or slam +14 (1d4+9) Ranged masterwork composite longbow +9/+4 (1d8+6/x3) Special Attacks aligned strike, steely glare Spell-like Abilities CL 8th, concentration +10 Constant—see alignment, see invisibility At will—blur, fog cloud, greater teleport (self plus 50 lbs. items only), silence (DC 14) 3/day—dispel magic, ice storm 1/day—dismissal (DC 17), phantom steed, summon (1 ferrumach, 20%, 3rd level) Statistics Str 23, Dex 11, Con 18, Int 14, Wis 16, Cha 15 Base Atk +8; CMB +14; CMD 25 Feats Alertness, Blind-fight, Improved Initiative, Intimidating Prowess Skills Acrobatics +11, Climb +20, Intimidate +22, Knowledge (planes) +13, Perception +16, Ride +11, Sense Motive +16, Swim +20 Languages Abyssal, Celestial, Infernal, Rilmani, telepathy 100 ft. SQ armor mastery, difficult to summon, lay on hands (6/day, 4d6), mercies (fatigued, diseased) Ecology Environment any land or underground (the Spirelands) Organization solitary, patrol (2-3) or band (4-24) Treasure standard (spiked full plate, masterwork halberd, masterwork composite longbow [+6 pull] with 20 arrows, other treasure) Special Abilities Aligned Strike (Ex) A ferrumach’s natural weapons, as well as any weapons it wields, count as chaotic, evil, good and lawful for the purposes of overcoming damage reduction. Armor Mastery (Su) A ferrumach’s movement speed is not affected by any armor, and it suffers no Armor Check Penalty to skill checks. Its armor does not count against its weight limit for its greater teleport spell-like ability. Lay on Hands (Su) A ferrumach gains the lay on hands ability of a paladin of its Hit Dice. Mercy (Su) A ferrumach gains the mercy ability of a paladin of its Hit Dice. Steely Glare (Ex) A ferrumach can make an Intimidate check to demoralize a single foe within 30 feet as a swift action.
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