Aurumach Rilmani

This page is to detail the Aurumach Rilmani guardian creature, a unique tiefling mage that appears in Baldur's Gate II: Enhanced Edition and Baldur's Gate II: Throne of Bhaal. 
He is faced in battle upon using the Mind Key upon the eastern pedestal lock on the edge of the Final Seal, in the central chamber of the Watcher's Keep Final Seal dungeon. 
This creature is spawned by turning the key, along with five other enemy creatures, the Ferrumach Rilmani.
== Gameplay ==
The Tiefling creatures rapidly spawn and rise seemingly right out of the stone floor of the main chamber, in a circular spacing around the final seal.
This guardian can See the invisible, moves quickly, has several elemental and magical energy damage resistances, and a solid Magic resistance rating.
Aurumach can only by struck by +4 enchanted weapons or greater.
His staff confers immunity to level 1 through 4 Power level spells and effects, and it also protects against a number of commonly used ammunition projectiles used in missile weapon attacks, such as bolts, darts, bullets, thrown daggers and others.
Although it is a spell caster, the Aurumach can fight with its special quarterstaff as well, and it often casts spells at point blank range and fights in melee combat in the same round.
The majority of the creature's spells are rapidly released, and ForceSpell cast, and thus probably won't be affected by the mage taking damage.
The mage uses it's Time Stop to perform a potentially devastating attack. During the pause in time, three to five spells with area of effect spread will be launched, so it might affect multiple creatures/party members. 
During the Time Stop he will also strike with the enchanted staff.
The creature may heal itself completely when its Hit Points are below 30% of original value, but it can only do this once.
For a breakdown of the conditions and general triggers used in the mage's AI, see the InfoBox.
When the creature is killed, the corpse disappears from the map, leaving behind only the Club of Detonation, which it never uses in combat.
==Bugs==
The Aurumach's regeneration ability timing mode is set as permanent, but that setting requires a duration to work, and it has no duration, and therefore it doesn't operate correctly. This is an issue throughout the game in several other creatures as well. This issue is included in The Enhanced Edition Fixpack (EEFP) and is already identified to Beamdog for possible fixing in the future.
==Gallery==
Mind Key Used.png|Turning the Mind Key spawns hostile guardians - Aurumach and five other Rilmani tieflings. The battle begins.
Rilmani Timestop.png|Aerie attacks with the SotM and a Spell Trap active. Aurumach casts Time Stop and starts blasting spells and hitting with his staff.
Rilmani Aerie Killed.png|After the pause in time finishes, three Cone of Cold AoE and a Prismatic Spray bypasses the Spell Trap and kills Aerie in one instant. Womp, womp.
== Mod content ==
The Sword Coast Stratagems mod provides this creature with a revised "smarter" AI script - capable of recognizing party member protections and vulnerabilities for better tactical behavior.
The experience and caster level are raised to 25/25/25.
SCS retains all the immunities listed in the InfoBox, and adds a few more abilities to Aurumach, including:
- Immunity to Time Stop.
- "Teleport without error" ability (instantly jump to another point on the map).
SCS changes use of Symbol, Fear (wizard) and adds Symbol, Stun (wizard), Symbol, Death (wizard), and with the Spell Revisions mod adds Symbol of Weakness.
SCS adds use of an innate equivalent of Remove Magic to strip protections from enemies as well.
===Mod Gallery===
Mod Rilmani 3.png|The Aurumach and Ferrumach Rilmani are all competent melee fighting foes and can hit targets with generally good armor class defenses.
Mod Aurumach 1.png|Aurumach applies Improved Invisibility to self.
Mod Aurumach 3.png|Aurumach can instantly launch Remove Magic spells more than once during the fight as a level 25 spell caster.