Abiorach [Rilmani]

Quicksilver-skinned youths who keep the balance on the Elemental Planes, slipping through fire, stone and storm as if they were elementals themselves.

Setting: Planescape · Sources: Planescape II

Appearance

Abiorachs look like slight, young-faced adolescent humans, but their bodies shine like liquid silver that ripples with each motion, and their crystal eyes scatter rainbow light. They are freer and more lighthearted than other rilmani, yet moody and fickle, seeing the world from an elemental rather than human angle.

Combat

Their weapons of choice are +1 tridents, demilunes and stubby broad forks, and despite their slim builds have an effective 18 Strength with matching damage bonus, a fact many mephits learned too late. Their great defense is attunement: on any Elemental Plane an abiorach can merge with that plane, gaining an elemental's movement and immunities. On the Plane of Fire, for example, flame cannot harm her, fire elementals accept her as kin, and she moves like an elemental guide.

Their at-will powers are shocking grasp (1d8+5), mirror image, invisibility, glitterdust, gaze reflection, detect alignment, and charm monster, which works even on attuned elementals. Depending on the plane they are attuned to, they gain one minor power usable three times daily (earth: dig; fire: flaming sphere; air: gust of wind; water: lower water) and one major power usable once daily (stone wall, fire wall, a force wall for air, or transmute water to dust). Only +1 or better weapons harm them. They cannot gate, but on an attuned plane they have a 25% chance to summon an elemental.

Habitat and Society

The Elemental Planes see their own struggles between good and evil, as dao, efreet and the evil archomentals wage aggressive wars against the planes' lawful or good inhabitants. Abiorachs are the rilmani's watchers there. Among the weakest rilmani, they avoid fighting the planes' great powers and prefer to solve problems by trickery and manipulation. The elements lean naturally toward neutrality, so they are seldom needed, but someone always wants to upset that, and they stay alert.

They roam in small bands, hopping between planes using their elemental immunity and rarely staying long anywhere; the smartest, most seasoned member acts as informal leader. On the neutral planes they grow subdued, sobered by the nearness of the aurumachs and argenachs.

More: Monsters starting with A · Planescape monsters · All monsters A-Z
Related: Argenach [Rilmani] · Aurumach [Rilmani] · Cuprilach [Rilmani] · Ferrumach [Rilmani] · Plumach [Rilmani] · Rilmani Overview

Statistics

Climate/TerrainThe Spire, any Inner Planes
FrequencyRare
OrganizationBand
Activity CycleAny
DietOmnivore
IntelligenceHigh (13-14)
TreasureW
AlignmentNeutral
No. Appearing1-8
Armor Class2
Movement15, Fl 18
Hit Dice5
THAC015
No. of Attacks1
Damage/Attack3d4+3 (weapon)
Special AttacksSpell-like powers
Special DefensesStruck only by +1 or better weapons
Magic Resistance25%
SizeM (5' tall)
MoraleElite (13-14)
XP Value2,000