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CR 9 (6400 XP)
N Medium outsider (Extraplanar (Outlands))
Init +1; Senses darkvision 60 ft.; Perception +12
Aura fear aura
AC 30, touch 11, flat-footed 29 (+1 Dex, +7 natural, +9 armor, +3 shield)
hp 116 (8d10+72)
Fort +15, Ref +7, Will +7
DR 10/good or evil or lawful or chaotic
Immune electricity, poison
Resist acid 10, sonic 10
SR 20
Speed 20 ft. (armor); base 30 ft.
Melee +1 heavy lance +16 (1d8+8) or +1 battleaxe +16 (1d8+8)
Space 5 ft.; Reach 5 ft.
Special Attacks Summon Rilmani
Spell-Like Abilities (CL 9th; concentration +14; ranged touch +9):
At will—blur; command; comprehend languages; detect chaos; detect evil; detect good; detect law; detect magic; detect thoughts; feather fall; obscuring mist; sanctuary; see invisibility; silence; tongues
3/day—cure moderate wounds; dispel magic; ice storm; phantom steed; polymorph self

Str 24, Dex 13, Con 28, Int 15, Wis 13, Cha 20
Base Atk +8; CMB +15; CMD 26

Feats Mounted Combat, Ride-By Attack, Spirited Charge
Skills Climb +19, Craft (any one) +11, Diplomacy +10, Intimidate +16, Knowledge (any one) +9, Knowledge (planes) +9, Perception +12, Ride +12, Sense Motive +12, Survival +12
Skill Points 64
Languages Common, Rilmani, Undercommon, Sylvan
SQ fear aura
Usual Gear +1 full plate, +1 large steel shield, +1 heavy lance or +1 battleaxe (varies)
Environment Outlands
Organization Solitary or squad (2-8)
Treasure No coins, double goods, standard items
Special Abilities

Fear Aura (Su): As a free action, a ferrumach can produce a fear effect. This ability functions like a fear spell (caster level 10th; save DC 19), except that it affects all creatures within a 15-foot radius around the ferrumach. Any creature that makes a successful saving throw against the effect cannot be affected again by that ferrumach's fear aura for one day. All rilmani and any creatures the ferrumach chooses are immune to its fear aura.

Summon Rilmani (Sp): Once per day, a ferrumach can summon 1d2 ferrumachs with a 35% chance of success.


  • Fiend Folio (Third Edition), pg. 143
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