Medium Celestial, Neutral
Armor Class 18 (natural armor)
Hit Points 22 (5d8)
Speed 40 ft., fly 45 ft. (hover)
STR
18 (+4)
DEX
10 (+0)
CON
10 (+0)
INT
14 (+2)
WIS
10 (+0)
CHA
10 (+0)
Damage Resistances Acid, Thunder
Damage Immunities Lightning, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Poisoned
Senses Darkvision 60 ft., Passive Perception 10
Languages Common, Rilmani, Undercommon, Telepathy 30 ft.
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Elemental Attunement. While on an elemental or paraelemental plane, the rilmani gains all the Immunities (not just damage and conditions, any kind of immunity), senses, and movement options (speeds, etc) of an elemental of that plane (in addition to its own), and can traverse the plane as if it was an elemental. It also gains an extreme sense of familiarity with the plane and can traverse it easily and anticipate its dangers and changes as if it had millennia of experience with the plane (it doesn't actually gain that knowledge, it's more of an instinct). It can also choose to change its type to elemental. Elementals on that plane see the rilmani as one of their own and never realize its true nature. While attuned to an elemental plane, the rilmani gains unique innate spells depending on the plane (if it's a paraelemental plane it gains the spells of both the adjacent planes).

Innate Spellcasting (doesn't work near the spire). The rilmani can cast the following spells without requiring material components and using Charisma as its spellcasting ability (save DC 11):

At will: charm monster (duration 1d6 days), continual darkness (as continual flame but emits darkness in 60 ft. instead of light), continual flame, detect alignment, dismissal, gaze reflection, glitterdust, hold monster (8th level, can choose to reduce to 6th for +1 DC or 5th for +3 DC), invisibility (up to 24 hours), mirror image (1d4+4 images), polymorph (self only), shocking grasp (1d8+5 damage), teleport

3/day: dig (earth), flaming sphere (fire), gust of wind (air), lower water (water)

1/day: transmute water to dust (water), wall of fire (fire), wall of force (air), wall of stone (earth)

*While attuned to a para-elemental plane, the rilmani gets the spells of both the elements that compose it

Know Alignment (doesn't work near the spire). By concentrating (as with a spell) on a creature within 30 feet of it and doing nothing other than talking, the rilmani can automatically detect a creature's alignment on the law-chaos axis in one round and its alignment on the good-evil axis by the second round.

Magic Resistance. The rilmani has advantage on any saving throws it makes against spells and other magical effects.

Actions

Abiorach Trident +1 Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 12 (3d4 + 5) piercing damage. 

Change Shape (doesn't work near the spire). The Rilmani magically takes the appearance any small or medium humanoid of its choice, or switches back to its true form. Its movement speeds and size are changed to those of the new creatures if different, but it otherwise retains its statistics.

Summon Elemental. While in an elemental or paraelemental plane, the rilmani can summon 1 elemental of that plane with a 25% chance of success. This isn't a magical summoning (but rather the rilmani simply releases a telepathic call towards neutral elementals, with the 25% chance simply representing the likelihood of an elemental being very close-by), so it can be used at will.

Description

This race of the outlands' mysterious rilmani are often found all across the inner plains, where they patrol each plane in groups and watch over the balance between the forces of elemental evil and good. Like all species native to the outer planes, their bodies are abstract and composed of belief, rather than physical matter. When they enter a new inner plane, they can channel its physicality and attune with it, becoming more elemental than rilmani. They could serve as the ultimate "guide" for a party visiting the inner planes and protect them from any of the environment's dangers while doing so, if the rilmani have a reason to ally themselves with the party! They look quite human-like in their natural form, but their skin has the color of silver and their eyes shimmer with the colors of each and every element.

Appeared in the 2e Planescape Monstrous Compendium volume (I think it was either 2 or 3? Sorry haha). As a member of a race of beings native to the outlands, I've clarified which abilities are magical and won't work near that plane's famous spire)

RonBen-Ezer

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