Inevitable, Harut
CR 21 XP: 409,600LN Small construct (extraplanar, lawful)
Init +15; Senses Darkvision 60 ft., low-light vision; Perception +50
AC 40, touch 20, flat-footed 32 (+1 size, +15 natural, +5 armor, +1 dodge, +7 Dex)
HP 257 (45d8+55); Fast Healing 8
Fort +2, Ref +7, Will +4
DR 10/Epic and Chaotic; Immune Magic
Speed 20 ft., fly 80 ft. (average)
Melee Slam +37 (2d8+6 plus Disrupting Fist)
Ranged +4 Axiomatic Heavy Repeating Crossbow +42 ranged (1d8+4 damage/19-20)
Space 5 ft.
Special Attacks Antimagic Aura, Censor Spells, Disjunction, Disrupting Fists, Spell-like Abilities, Supreme Counterspell
Spell-Like Abilities (CL 20th)
At will-Magic Missile, Identify, Dimension Door, Greater Dispel Magic, Locate Creature, Locate Object, Daze, Touch of Fatigue, Color Spray
3/day-Mage Armor, Resistance, Shield, Magic Weapon, Eagle
1/day-Mark of Justice, Wall of Force Magic Circle Against Good/Evil/Chaos, Bestow Curse, Banishment
During Combat Haruts will usually try to separate spellcasters from the rest of their group and attack them. Normally a Harut will lower and raise its antimagic aura between its uses of its spell-like abilities. In other (rare) instances, where the Harut is aiding another creature with combat, it will serve to keep the caster preoccupied as its ally goes after the main threat.
Str 16, Dex 25, Con -, Int 27, Wis 14, Cha 9
Base Atk +30; CMB +32; CMD 50
Feats Ability Focus (Disrupting Fists), Blinding Speed, Dodge, Empower Spell-Like Ability (Magic Missile), Far Shot, Great Fortitude, Improved Critical (Heavy Crossbow), Improved Initiative, Improved Toughness, Iron Will, Mobility, Point-Blank Shot, Rapid Reload (Heavy Crossbow), Rapid Shot, Skill Focus (Spellcraft)), Superior Initiative
Skills Knowledge (arcana, planes) +56, Knowledge (gather information) +47, Linguistics +56, Perception +50, Spellcraft +59, Stealth +59, Use Magic Device +47
Environment The Clockwork Nirvana of Mechanus
Organization Solitary
Treasure none
Antimagic Aura (Sp) Haruts are capable of generating an anti-magic field that has a range of 60 ft. This is a continuous effect that otherwise functions as an antimagic field cast by a 20th level wizard. A Harut can activate or suppress this ability as a free action. Haruts do not need to make the special dispel check to suppress epic magic in the field. While the antimagic field is in effect, the purple sigils that mark a Harut’s body glow.
Censor Spells (Su) Haruts can make a special attack with a ranged weapon of their choice every 1d4 rounds. If this attack successfully hits its target, and that target is a spellcaster, the spellcaster immediately loses three spell slots of the highest level that he can cast for this day (so, if the highest level spell that a sorcerer could still cast that day is 5th level, the sorcerer loses three 5th level slot, or a 5th level slot and 4th level slots if the magic user has less than three remaining 5th level spell slots). If the spellcaster prepares spells for the day, the Harut instantly becomes aware of what spells he has prepared and can choose which spells the spellcaster loses. The Harut must decide that it wants to use this ability before it makes the attack, and if the attack fails it still must wait 1d4 rounds before it can make the attack again.
Disjunction (Sp) Once every 1d4-1 rounds, a Harut can use disjunction as if cast by an 18th level wizard, except instead of only having a 1% chance of affecting artifacts, there is a 50% chance of it affecting a lesser artifact if it fails the save and the chance of losing its spellcasting is eliminated.
Disrupting Fist (Su) Haruts are capable of discharging an odd purple energy when they make a successful slam attack against a spellcaster. Upon getting hit, the spellcaster is enveloped in a special anti-magic energy that makes it impossible for them to cast spells for 1d6 minutes. Any spells that the spellcaster tries to cast during this time are expended with no effect. A Fortitude save (DC Intelligence based) negates this effect. For this Harut, the save DC is 42.
Immunity to Magic (Sp) The sigils written across the Harut’s form make it so that they are immune to all spells that can be stopped by spell-resistance.
Supreme Counterspell (Sp) So long as a Harut has not expended all of its daily spell-like abilities, a Harut is capable of counterspelling spells as if it had them prepared (so long as they still ready the action beforehand and can actually identify the spell). When readying themselves to counterspell, a Harut may choose to spend a move action rather than a standard action.
A small clockwork creature erupts from the magical portal that opens in front of you. It’s short, but the broad shoulders and tripedal form make it seem very sturdy. From these shoulders come two arms, and its head is clear, revealing the clockwork mechanics that are in constant motion within. Its inner workings are protected by strong breastplate, which is covered in oddly glowing runes originating from both the Celestial and Infernal languages.
Some old folk stories say that in the original days of the world, arcane magic was reserved only for dragons and outsiders, until one day a pair of celestials taught the wisest of the elder kingdoms how to utilize this natural power for themselves. It is said that this act, the giving of power normally reserved for the mighty to mere mortals, angered the gods and upset the very balance of multiverse itself. The Haruts were supposedly created to solve this imbalance.
While Haruts are not meant to wipe out mortal magic users, there is some truth to the tales of them hunting down the more powerful ones; Haruts are Inevitables who are tasked with preventing the tampering of both the laws of magic and large scale tampering of the laws of physics. For this reason, Haruts are especially designed to attempt to render magic users powerless. Spellcasters who use spells like Wish and Miracle to gather power for themselves, along with spellcasters who toy with epic magic and magical artifacts, can all draw the ire of a Harut.
Inevitable, Panarut
CR 18 XP: 153,600LE Medium construct (extraplanar, lawful)
Init +2; Senses darkvision 120 ft., low-light vision; Perception +0
AC 12, touch 12, flat-footed 10 (+2 Dex)
HP 75 (10d10+20); fast healing 5
Fort +3, Ref +7, Will +3
DR 10/chaotic good
Speed 30 ft., fly 30 ft. (perfect)
Melee two claws +9/+9 (1d3-2 plus 1d4 int/wis/cha)
Ranged Ray +9/+4 or two rays +3/-1/-2
Special Attacks Spell-like abilities, ray mastery, crush will
Spell-Like Abilities (CL 20th) At Will: Alarm, Alter Self, Bane, Darkness, Dimension Door, Disguise Self, Dream, Energy Drain, Fear, Ghost Sound, Gust of Wind, Invisibility, Locate Creature, Nightmare, Suggestion 7/day: Confusion, Crushing Despair, Greater Invisibility, Knock, Silent Image, Teleport 3/day: Bestow Curse, Discern Location, Major Image, Seeming, Sending, Waves of Fatigue 1/day: Antipathy, Demand, Hallucinatory Terrain, Insanity, Mirage Arcana, Veil, Waves of Exhaustion The following spells are always present on the panarut's person (caster level 20th). They can be dispelled, but the panarut can re-activate them as a free action. Nondetection, Pass Without Trace, True Seeing, Undetectable Alignment
During Combat Panaruts do not engage in physical combat unless cornered, in which case they will lash out with claws. They never attempt to kill their target, instead wearing them down and returning again to humiliate them later. They destroy or flee from undead, constructs (especially other inevitables) and plant creatures, only standing their ground if it is more likely to keep the panarut from destruction than fleeing. A panarut uses its illusions in conjunction with Crush Will to bring down a foe's mental abilities, and then strikes them with abilities such as crushing despair and bestow curse, before finally exhausting their prey and driving them insane. Not content just to plague the creature's waking moments, the panarut will use dreams and nightmares to rattle a creature beyond curability. Finally, it will instill in the creature suggestions that it should abandon its friends and perhaps even take its own life. Panaruts also use alarm spells to prevent creatures from sleeping. Faced with a construct, the panarut uses greater invisibility unless it knows the creature can see through it, then uses deactivating rays to defeat the foe. Against undead, it will usually turn invisible and avoid them - although often its damage reduction and fast healing will let it go toe-to-toe with the undead without real (or sometimes any) risk of harm, its claws will take minutes or even hours to destroy the creature in question. Often, it will recruit another creature, usually an unwilling one, to tackle the undead. Similarly, it does not waste time fighting plant creatures when it is safer, faster, and more amusing to get someone else to do it. Panaruts avoid deathless and refuse to go near them, again using other creatures to do it for them. It is unknown why this is.
Str 6, Dex 14, Con -, Int 14, Wis 10, Cha 20
Base Atk +7; CMB +5; CMD 17
Skills Bluff +38, Disguise +25, Intimidate +38, Stealth +35
Racial Modifiers +20 to Bluff, Disguise, Intimidate, and Stealth
SQ Construct Traits, spell immunity
Environment any
Organization solitary
Treasure standard
Ray Mastery (Su) Panaruts can attack with Ray of Enfeeblement or Ray of Exhaustion without having to cast them. They also have a deactivating ray that causes a struck construct to take 6d6 points of damage, and a ray of insanity that deals 1d4 damage to each mental ability score.
Crush Will (Ex) Violence inflicted by the panarut deals more mental damage than physical. A panarut deals 1d4 points of damage to each mental ability score when it strikes with its claw. Failing to disbelieve one of the panarut's illusions deals the same ability damage.
Spell Immunity (Ex) Panaruts have immunity to spells which allow spell resistance.
You look upon a construct wrought of twisted gold and charred silver. The creature's arms coalesce from darkness into claws that look ready to cut through the light itself. Finally, you now know the appearance of the creature who had stalked you, and you now wish you hadn't.
A panarut is the twisted form of an inevitable designed to keep children from rebelling against their parents. However, a mistake in manufacturing wrought them into nightmare reavers, the monster under every child's bed and the nightmare in their heart. Rather than trying to right a wrong, they now stalk and terrorise creatures for the sheer hell of it.
Like other inevitables, panaruts speak abyssal, celestial, infernal, and the native language of their intended first target. Panaruts have intelligence above their peers, however, and also speak common. If their intended first target speaks common natively, it speaks their second language; if they have none then the panarut speaks elven.
Unlike other inevitables, their fast healing and damage reduction is only overcome by chaotic good attacks.
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