Thursday, January 24, 2019

Inevitables

here are some inevitables i have gathered over the yrs

Inevitable, Alxialut
CR 10 XP: 9,600
LN Medium construct (extraplanar, lawful)
Init +7; Senses Darkvision 60 ft., Low-Light Vision; Perception +3
Aura Charm Aura
AC 30, touch 18, flat-footed 27 (+12 natural, +5 deflection, +3 Dex)
HP 75 (10d10+20); fast healing 5
Fort +4, Ref +6, Will +7
SR 20
Speed 30 ft.
Melee 2 freezing burst gauntlets +8/+3 (1d8+3, and 1d6 cold, 19-20/x2 + 1d10 cold
Special Attacks Force strike, polar ray
Spell-Like Abilities (CL 10th) At will - dimensional anchor, dimension door, hold person, locate person, maximized magic missile, suggestion, true seeing. 3/day - greater command, heroes' feast, heroism, mass bear's endurance, mass bull's strength, mass cat's grace, mass cure light wounds. 1/day - mass cure serious wounds, mass suggestion. DCs are Charisma-based.
During Combat Alxialuts occasionally ride special mounts into battle, such as warhorses or clockwork steeds. They prefer using force strikes to push back the front line, then begin full attacks against targets in range. In larger combats, an alxialut always seeks to hold the line, and will work with its chosen captains to maintain its forces. It reserves greater command until it can use it to create a major breach in enemy forces, and only switches to magic missile to deal with enemies attacking from range.
Str 16, Dex 16, Con -, Int 15, Wis 16, Cha 22
Base Atk +7; CMB +10; CMD 28
Feats Cleave, Combat Reflexes, Improved Initiative, Improved Unarmed Strike, Leadership
Skills Bluff +11, Diplomacy +19, Intimidate +14, Knowledge (gather information) +12, Knowledge (local) +7, Ride +10, Sense Motive +14
Languages Alxialuts can communicate with any creature that has a spoken language.
SQ Shift alignment, devoted command, spell-like abilities, charm aura, construct traits
Environment Clockwork Nirvana of Mechanus
Organization Solitary or campaign (1 plus cohort and 2d4 followers)
Treasure standard
Charm Aura (Su) Alxialuts are wreathed with an aura of persuasion when not engaged in combat. This aura acts as a charm person spell on all valid targets within 30'. The save DC is 21 and is Charisma-based. Anyone who successfully saves against the charm aura is immune to that alxialut's charm aura for 1 day.
Devoted Command (Sp) An alxialut can select up to three beings to aid it in leading its crusade against a usurper. The alxialut must spend one hour in private session with these beings (although the hour can be taken will all three together). The devoted command grants these creatures the effects of greater heroism for 24 hours.
Force Strike (Su) As a move action, an alxialut may project a wave of force in a 30 ft line. The wave acts as a bull rush with a large size category and 20 Str. If the foe chooses to make the opposed Str check, he is subject to 5d6+5 force damage. If the foe waives the Str check, he may make a Reflex save (DC 18) for half damage but is pushed back the full distance regardless of result.
Polar Ray (Su) Once per day, with both hands free, an alxialut can generate a polar ray. This functions as the spell with a caster level of 15th but is a supernatural effect.
Shift Alignment (Ex) An alxialut's lawful nature does not always bring the best paradigm to a rebellious campaign. For up to 12 hours a day, the alxialut may shift its alignment to any other alignment. At the end of this 12-hour duration, the alxialut reverts to lawful neutral. While the alxialut maintains a different alignment, it cannot return to Mechanus; effects that would return it to Mechanus instead push it into the Astral Plane. The alxialut also gains the alignment descriptors of its new alignment and loses the Lawful descriptor. This may even make it vulnerable to order's wrath, dictum and similar spells.
Alxialuts are dispatched by Mechanus to enforce the inevitability of social order: they exist to remove usurpers who have unlawfully acquired power.
Due to the sensitive nature of their mission (simply executing the usurper would create a power vacuum, and likely a self-propagating problem) alxialuts are specialized to work with the population to restore that particular culture's social order. Alxialuts are charismatic and persuasive and use these abilities to overcome innate distrust.
An alxialut is a humanoid construct, with a face as expressive as Mechanus can design. Their overall composition is of an ivory like material, with occasional silver plates that open and shut to vent air. The eyes are composed of three concentric rings: gold, sapphire and a thin internal gold band. Two large sapphires cap the alxialut's shoulders, and a flexible gold structure similar to a loincloth makes up its lower torso. Some alxialuts are specially manufactured to appear closer to the form of the creatures they will be leading
Inevitable, Hykariut
CR 18 XP: 153,600
LN Large outsider (extraplanar, inevitable, lawful)
Init +4; Senses darkvision 60 ft., detect chaos, low-light vision, true seeing; Perception +30
AC 33, touch 13, flat-footed 33 (-1 size, +20 natural, +4 deflection)
HP 280 (20d10+170); regeneration 10 (chaotic)
Fort +23, Ref +10, Will +23
Defensive Abilities constructed, unimpeachable; DR 15/chaotic
Speed 40 ft.
Melee +1 axiomatic warhammer +28/+23/+18/+13 (2d6+9/19–20/×3)
Space 10 ft., Reach 10 ft.
Spell-Like Abilities (CL 20th, concentration +28) Constant—detect chaos, shield of law (DC 26), true seeing At will—enthrall (DC 20), mark of justice, order’s wrath (DC 22) 3/day—dimension door, dispel chaos, fly, greater command (DC 23), greater dispel magic, plane shift (DC 23) 1/day—dictum (DC 25)
Str 27, Dex 10, Con 24, Int 15, Wis 24, Cha 27
Base Atk +20; CMB +29; CMD 43
Feats Cleave, Combat Expertise, Disarming Strike, Great Cleave, Greater Disarm, Improved Critical (Warhammer), Improved Disarm, Improved Initiative, Intimidating Prowess, Power Attack
Skills Diplomacy +21, Fly +8, Intimidate +39, Knowledge (geography, history, nobility) +12, Knowledge (local) +22, Knowledge (planes) +15, Perception +30, Sense Motive +30, Stealth +9, Survival +20
Languages truespeech
SQ judicious
Environment any urban
Organization solitary, investigation (1 hykariut plus 4–8 arbitersB2), or mitigation (1 hykariut plus 5–10 arbiters and 2–8 kolyaruts or zelekhuts)
Treasure standard (Large +1 axiomatic warhammer, other treasure)
Disperse the Rabble (Su) As a standard action, a hykariut can attempt a single melee attack with its warhammer against one creature within its reach. If it hits, it deals damage as normal and releases a suppressing shockwave centered on the target. This shockwave functions as order’s wrath (CL 20th, Will DC 22) unless the attack roll is a critical hit, in which case the hykariut can instead have the shockwave function as dictum (CL 20th, Will DC 25).
Drastic Measures (Su) Once per day as a swift action, a hykariut can condemn one creature it can see. The condemned creature’s alignment is treated as chaotic for the purpose of resolving the hykariut’s abilities and spell-like abilities for 24 hours. If the creature is already chaotic, it instead takes a –2 penalty on its saving throws against the hykariut’s abilities and spell-like abilities and it is treated as though it has an overwhelming chaotic aura for the purpose of the inevitable’s smite chaos ability.
Judicious (Su) A hykariut can show considerable restraint when suppressing riots. The hykariut can deal nonlethal damage with its weapons without taking a –4 penalty on attack rolls. When using dictum, a hykariut can choose for the spell to treat each affected creature as though its Hit Dice were no more than 9 below the inevitable’s caster level. When using order’s wrath, a hykariut can choose for the spell to deal nonlethal damage to affected creatures.
Smite Chaos (Su) Three times per day as a swift action, a hykariut can choose a creature it can see to smite. If the target is chaotic, the hykariut adds its Charisma bonus as a bonus on weapon damage rolls against that creature, and its attacks automatically bypass any damage reduction the creature might have. If the target has a strong or overwhelming chaotic aura (Pathfinder RPG Core Rulebook 266), the bonus damage increases to twice the hykariut’s Charisma modifier on its first successful attack against that creature. The smite chaos effect remains until the target of the smite is dead or until 24 hours have passed.
Unimpeachable (Ex) Any weapon a hykariut wields cannot be disarmed or sundered by chaotic creatures.
This imposing anthropomorphic being comprised of stone and spiked steel armor hefts an intimidating hammer. A hykariut is 14 feet tall and weighs 5,000 pounds.
Whereas most inevitables punish individual crimes such as oath breaking and murder, the mighty hykariuts quash rebellions and extinguish revolutions. These inevitables care little for petty uprisings, instead focusing on those upheavals that are at risk of spreading catastrophically, setting off a chain reaction of chaotic destabilizations. When such a riot reaches its critical mass, a hykariut stoically marches into its epicenter to scatter the rebellious citizens and crush the ideological leaders.
For all their outward appearance as indiscriminate hammers sent to bludgeon rebels into submission, hykariuts are equipped to operate with all the finesse of a surgeon’s scalpel. Sometimes all that’s necessary to convince a crowd to disperse is a reasoned argument by a supernatural being. If that is insufficient, a hykariut’s feats of strength and booming voice can send dissidents fleeing. When all else fails, the inevitable can strike the ground with its hammer, sending resonating waves of pure law to wash over the disorderly masses. Even if words fail and a hykariut must resort to weapons, it defaults to nonlethal tactics, endeavoring to merely subdue rioters rather than massacre them.
As with all inevitables, hykariuts are forged rather than born. Dozens of willing petitioners contribute to the construction of a new hykariut, by nature of the inevitable’s sheer mass. The Adamantine Crucible’s smiths emboss hundreds of oaths against corruption and chaos into each layer of the inevitable’s armor as it is constructed, lending it an incorruptible defiance of the Maelstrom’s influence.
HABITAT AND SOCIETY
Hykariuts travel to locations requiring their intervention by using plane shift; however, due to that spell’s lack of precision, a hykariut often arrives many miles from its intended target. Without noteworthy resources for moving great distances overland, the inevitable embarks along the most efficient route, regularly questioning wide-eyed travelers for directions or relying on a host of arbiter inevitables (Pathfinder RPG Bestiary 2 162) it brings along to employ as scouts. Most assignments require additional intelligence to identify the epicenters of insurrection, so a hykariut often recruits teams of spies and informants to remain properly apprised. Although the inevitable might mentor some of these assistants—particularly if doing so would help steer them on the path to defend law in the future—these teams are ultimately temporary structures that the hykariut politely leaves once its mission is over.
Despite these ephemeral personal connections, hykariuts are fairly gregarious when between assignments. They spend considerable hours reviewing revolutionary literature to better understand and dismantle rogue ideologies, and a hykariut can spend hours engaged in “good natured debate,” which typically translates to its stubbornly arguing against unstable political philosophies. At its core, a hykariut views mortals as conflicted creatures with unpredictable moods that require regulation. Hence, the inevitables usually approach small-scale revolts with the firm but gentle hand of a scolding adult. Ongoing revolution, particularly that led by one or more demagogues, earns less mercy. A hykariut has no compunctions against publicly pulverizing a mutinous leader as an object lesson in civic obedience for wide-eyed onlookers.
Hykariuts work together only rarely, and only for far-reaching or tenacious rebellions. A pair of hykariuts has monitored Galt’s Red Revolution since its infancy, regularly meeting with and dispatching spies to measure scores of qualitative variables. Despite the immense amount of data collected over the decades, these inevitables haven’t moved against the Gray Gardeners or Revolutionary Council—much to the hykariuts’ mortal agents’ distress. It may be that the inevitables believe the Galtan incident contained, or that they have calculated the frequent upheavals that replace each Revolutionary Council serve as a lesson to other mortal societies to avoid the same mistakes.
Inevitable, Impariut
CR 10 XP: 9,600
LN Medium outsider ((extraplanar, inevitable, lawful)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +25
AC 24, touch 12, flat-footed 22 (+12 natural, +2 Dex)
HP 114 (12d10+48); regeneration 5 (chaotic)
Fort +12, Ref +8, Will +12
Defensive Abilities constructed; DR 10/chaotic; SR 21
Speed 30 ft.
Melee 2 slams +17 (1d8+5)
Special Attacks dethrone, kingslayer
Spell-Like Abilities (CL 12th, concentration +17) At will—arcane mark, discern lies (DC 19), dispel magic 3/day—dimension door, hold monster (DC 20), invisibility, magic missile, mark of justice 1/day—plane shift (willing targets only), true seeing
Str 20, Dex 15, Con 18, Int 15, Wis 18, Cha 21
Base Atk +12; CMB +17; CMD 29
Feats Alertness, Combat Expertise, Improved Reposition, Improved Steal, Lightning Reflexes
Skills Diplomacy +20, Disguise +17, Intimidate +20, Knowledge (history, nobility, planes) +14, Perception +25, Sense Motive +25, Stealth +8
Languages truespeech
Environment any urban
Organization solitary, pair, or intervention (3–5)
Treasure standard (+1 mithral longsword, other treasure)
Dethrone (Ex) An impariut can attempt a reposition or steal combat maneuver in place of a slam attack.
Kingslayer (Su) Against any creature with a title denoting leadership or nobility (such as a baroness, chief, or lord), an impariut’s attacks gain a +2 bonus on attack rolls and deal an additional 1d8 damage. Against any creature recognized as an autonomous region’s head of state (such as an empress or king), an impariut’s attacks instead gain a +4 bonus on attack rolls, deal an additional 2d8 damage, and ignore any damage reduction the target has.
Royal Gift (Su) Once per day as a full-round action, an impariut can grant its blessing to a willing humanoid creature by touching it for 1 full round. The target gains a +1 sacred bonus on Will saving throws; a +2 sacred bonus on saving throws against disease and poison; and a +2 sacred bonus on Knowledge (history), Knowledge (nobility), and Sense Motive checks for 1 year. A single creature can have no more than one royal gift from an impariut at a time. As long as the royal gift lasts, the impariut can sense the target’s position and general condition, as per status. The impariut can remove a royal gift as a free action, and a royal gift can be removed by dispel law. An impariut can only maintain one royal gift for every 4 Hit Dice it has (3 royal gifts for a standard impariut).
Dressed in noble regalia, this humanoid creature of metal and wood has a piercing gaze. An impariut stands precisely 7 feet tall and weighs exactly 350 pounds.
Monarchs, dictators, governors, and mayors may rule under the pretense of sustaining lawful civilization, yet those who abuse their power or harm their people undermine the foundation of government. To the forces of Axis, these bad actors represent a threat to cosmic order and a means by which the chaos of uprisings and revolution can take hold. The mortal agents of lawful deities are responsible for encouraging responsible governance; where they fail, an impariut must intervene.
Each impariut is a stern counselor sent to reform a powerful leader, guiding that figure toward sustainable policies that maintain order. Unlike many inevitables that care only that the universal order is upheld, impariuts exhibit slightly more patience and flexibility, knowing that an iron-fisted response is as likely to trigger riots as a negligent regime. As a result, impariuts are capable diplomats and teachers, equally proficient with incentives as with unflinching punishments.
ECOLOGY
Impariuts are armored advisors built from the petitioners of mortal rulers in the Adamantine Crucible of Axis. Whereas a petitioner’s memories are all but destroyed when creating most inevitables, impariuts maintain a fundamental sense of their accomplishments and failings during their mortal lives—all the better to recognize these deeds in others. Each impariut also bears a slightly different appearance that reflects the designs and fashion of its former existence, such as wearing the colors or regalia associated with its former kingdom. That said, most of every impariut’s appearance, knowledge, and morality is standardized, infused into its body upon its creation. This knowledge includes an encyclopedic expertise on mortal history, law, methods of civic administration, and social welfare.
HABITAT AND SOCIETY
Impariuts engage in extended assignments beyond Axis, often infiltrating a royal court for several weeks to learn about a disreputable ruler. After assembling a proper profile of the target, the inevitable typically
approaches the wayward ruler in private to reveal its true identity, enumerate the ruler’s foibles, detail the likely consequences of continued negligence, and provide an assessment of how best to correct the situation. In a typical case, the impariut offers the ruler its ongoing assistance as an advisor to help steer the leader back to a proper path. However, if at any point the inevitable ascertains that the ruler is beyond redemption, it is empowered to execute the head of state and shepherd the best suitable replacement. This replacement is usually the legal heir, but if that individual is also deemed to be dishonest, an impariut will balance public sentiment with legal entitlement to identify the best candidate.
When a ruler’s deposition seems immediately necessary, an impariut might forego private counseling and cast off its disguise to condemn a wayward ruler before a crowd, snatch his crown, and hurl him from his seat of power. In rare cases in which corruption is widespread, an impariut might gather a local council of lesser leaders to establish a new government in as peaceful a way as possible. The only taboo for impariuts is that each avoids directly intervening in any nations it ruled during its mortal life. This does not prevent an impariut from answering a distant descendant’s question if contacted directly, but impariuts view anything more than this reactive assistance as a conflict of interest.
As inevitables, impariuts are physically tireless and capable of working for centuries at a time. However, extended exposure to irresponsible governance sometimes erodes an impariut’s judgment or causes it to take especially drastic measures when a lighter hand would suffice. These rogue impariuts are very rare, and each one rebels in its own way; one might become a serial killer of monarchs, whereas another might establish itself as the leader of a nation. Other inevitables or lawful outsiders usually neutralize these malfunctioning impariuts swiftly. To minimize these transgressions, senior inevitables encourage impariuts to return to the Eternal City between assignments. There these inevitables can bask in the perfect orderliness, grounding themselves and mentally preparing to guide another generation of imperfect nobles. Impariuts between assignments share information freely, evaluating and circulating the most effective leadership techniques, disciplinary tactics, and methods of avoiding any unintended consequences of their intervention.
Even though impariuts most often answer orders from Axis, a mortal spellcaster can petition an impariut to serve as a counselor for a careless king or tutor for an adolescent heir. So long as the inevitable’s proposed pupil seems able to learn and rule, an impariut might charge as little as 500 gp per month of nonhazardous instruction.
Those spellcasters who would instead force an impariut to obey can placate it by offering rare history volumes and noteworthy biographies, gaining a +1 bonus on the binder’s Charisma check for every 100 gp worth of literature provided (maximum +4). At the same time, though, an impariut judges the conjurer, assessing whether the spellcaster might ultimately undermine the region’s rule of law—and whether to destroy the conjurer at a later date.
Inevitable, Kastamut
CR 6
XP: 2,400
LN Medium outsider (extraplanar, inevitable, lawful)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +14
AC 19, touch 12, flat-footed 17 (+3 armor, +4 natural, +2 Dex)
HP 80 (8d10+36); regeneration 3 (chaotic)
Fort +8, Ref +4, Will +9
Defensive Abilities armor of will, constructed; DR 5/chaotic; SR 17
Speed 20 ft.
Melee +1 warhammer +14/+9 (1d8+7/×3)
Special Attacks compulsive orthodoxy
Spell-Like Abilities (CL 8th, concentration +10) At will—bane (DC 13), command (DC 13), forbid action(DC 13), litany of sloth (DC 13) 5/day—litany of weakness (DC 13) 3/day—divine favor, enthrall (DC 4), litany of entanglement (DC 15), protection from chaos (DC 13), zone of truth (DC 14)1/day—bestow curse (DC 15), litany of vengeance (DC 17), terrible remorse (DC 16)1/week—plane shift (self only)
Str 18, Dex 15, Con 15, Int 10, Wis 17, Cha 14
Base Atk +8; CMB +12; CMD 24
Feats Alertness, Improved Initiative, Persuasive, Weapon Focus (warhammer)
Skills Diplomacy +13, Intimidate +13, Knowledge (history, religion) +6, Knowledge (planes) +9, Perception +14, Sense Motive +14, Survival +12
Languages truespeech
SQ discern heritage, slow and steady
Environment any
Organization solitary, pair, or council (3–5)
Treasure +1 warhammer, other treasure
Armor of Will (Su) A kastamut’s powerful will generates a protective field of force that grants it an armor bonus equal to the kastamut’s Wisdom modifier.
Compulsive Orthodoxy (Su) Once per week as a full-round action, a kastamut can place a geas-like curse upon a single target. If the target creature fails a DC 16 Will save, it must conform unerringly to specific cultural traditions or customs chosen by the kastamut. Each time the cursed creature fails to perform a customary ritual or tries to commit a prohibited act, it must attempt a new Will save at the same DC. If it fails, it is forced to conform to the culture’s accepted mores. If it succeeds, its actions are not restricted, but it immediately takes 2d6 points of nonlethal damage and gains the sickened condition until it resumes following the chosen customs. This curse remains in effect for 1 year or until the afflicted creature benefits from a break enchantment or remove curse spell (use the kastamut’s caster level for associated caster level checks). This is a mind-affecting, compulsion effect. The save DC is Charisma-based.
Discern Heritage (Su) As a swift action, a kastamut can determine the cultural heritage of a single creature it can see. The kastamut learns the target’s racial background, clan affiliation, and any other pertinent information that can help it determine the customs and traditions most appropriate to that creature’s bloodline and upbringing. A target can resist this effect with a successful DC 16 Willsaving throw. A creature that succeeds at the save cannot be affected by that kastamut’s discern heritage ability for 24 hours. The save DC is Charisma-based.
Slow and Steady (Ex) A kastamut’s speed of 20 feet is never modified by armor or encumbrance.
This squat figure seems to be a clockwork approximation of a dwarf, crafted from dark bronze or a strange steel alloy. Its eyes glow with a piercing white light. A typical kastamut stands about 5 feet tall and weighs approximately 250 pounds.
Many know how the axiomites, entities of pure law who dwell in the Eternal City of Axis, forged the first and greatest of the inevitables—living constructs to wage war against the proteans and the unbridled chaos of the Maelstrom. Yet, even as the laws governing the multiverse have been altered over time, so too has the role of the inevitables changed. Beyond defending Axis’s borders, inevitables were tasked with seeking out threats to the order of all things. To fulfill these missions, the axiomites created many more types of inevitables. Among the lesser known are the kastamuts, charged with protecting the traditions of cultures spread across the Great Beyond.
Like kolyaruts, kastamuts are humanoid in shape. However, kastamuts are shorter and stockier, giving the appearance of a dwarf—or an artistic impression of a dwarf—crafted in flowing curves and planes from dark bronze or gold-tinged steel. Unlike kolyaruts, kastamuts make no effort to disguise their identities when dealing with mortals. Depending on how long a kastamut has been in service, dents or cracks may mar its metallic shell, evidence of past battles against rebels and renegades.
Kastamuts represent the powerfully conservative forces of tradition and custom at the core of most well-defined civilizations. They oppose sudden, radical changes in the course of a culture’s traditions, and work to prevent the destruction of established belief systems, rites, and social customs. While some kastamuts carry out this task by protecting a society’s heritage sites, most work directly against agents of change—internal or external—that threaten a civilization.
Kastamuts do not waste time or energy on small infractions against tradition. A petulant child resisting his parent’s teachings draws no attention from Axis. Even fundamental shifts in the beliefs shared by a large group of people are allowed, so long as they progress along the lines of a normal cultural development. What kastamuts do work against are immediate, substantial changes, such as when a new ruler outlaws a nation’s long-standing religion and seeks to wipe out all practice of the old faith in favor of a new one, especially if the new religion has no precedent. Turning slowly from old ways to new ones can be part of the natural order, but violently rebelling against traditional practices in favor of untested systems gives rise to chaos, which the powers of Axis cannot abide.
Some scholars speculate that a kastamut’s appearance reflects the level of importance tradition has within dwarven society. It would be easy to assume the similarity is mere coincidence, except for the fact that, in Axis, actual coincidences are rare, and almost everything has a logical explanation behind it.
Habitat and Society
Kastamuts are constructs crafted from the pure essence of law, so their culture is strictly defined by laws. No kastamut has rank or authority above any another kastamut.
Dwarves are the most likely to have dealings with kastamuts, as they take their traditions much more seriously than most other races. Dwarves’ long lifespans mean that any changes in custom that do take place usually happen very slowly, but they are more prone to violent upheavals than elves, increasing the chances that a kastamut will get involved in order to prevent things from changing too much at once.
Kastamuts find human civilization vexing. Humans’ comparatively short lifespans and their tendency toward individualism create countless variations of culture and tradition and introduce the high probability of sudden and radical change.
Inevitable, Samsarut
CR 17 XP: 102,400
N Large construct (extraplanar, lawful)
Init +3; Senses Darkvision 60 ft.; Perception +17
AC 30, touch 14, flat-footed 27 (+16 natural, +2 deflection, -1 size, +3 Dex)
HP 121 (22d10); fast healing 10
Fort +9, Ref +12, Will +16
Defensive Abilities AC +2 vs. opposed morale; DR 10/adamantine or chaotic; SR 30
Speed 30 ft., fly 30 ft. (perfect)
Melee 2 slams +31 melee (2d6+15, 19-20/x2), 2 stinging rays of enfeeblements ranged touch +35 (2d4+17 plus 1d6 Str damage), 2 stinging dispelling rays ranged touch +35 (2d4+17 plus targeted greater dispel magic)
Space 10 ft., Reach 10 ft.
Special Attacks Stinging rays, dispelling ray, oppressive will, improved grab, soul trap
Spell-Like Abilities (CL 20th) At will - resurrection, reincarnation, sanctuary, locate person, break enchantment, mass cure critical wounds, dismissal, locate creature, Otiluke's resilient sphere, hold person, suggestion, dimension door, ray of exhaustion. 3/day - Mordenkainen's magnificent mansion, chain lightning, cone of cold, true resurrection. 1/day - mass heal, mass resurrection*, gate, shield of law, power word blind, Twinned Mordenkainen's sword. DCs are Wisdom-based.
During Combat Samsaruts begin most combats by conjuring twin Mordenkainen's swords. They prefer using their ray attacks to weaken foes and remove spell protections, then switch to slams. Samsaruts prefer not to use soul trap; they would rather try a resilient sphere. Chain lightning is reserved for massed ranged attackers or spellcasters. If the Samsarut needs to get away, it will use dimension door and move vertically to evade grounded foes.
Str 36, Dex 17, Con -, Int 15, Wis 24, Cha 15
Base Atk +0; CMB +14; CMD 29
Feats Blind-Fight, Cleave, Combat Reflexes, Great Cleave, Improved Critical (Slam), Improved Natural Attack, Multiattack, Point-Blank Shot, Power Attack, Precise Shot, Twin Spell
Skills Bluff +12, Diplomacy +12, Intimidate +12, Knowledge (history, local) +12, Perception +17, Sense Motive +17, Spellcraft +12
SQ Construct traits, levitation, Iron of Destiny, adamantine limbs, absolute judgment, lifeforce link, spell-like abilities
Environment Clockwork Nirvana of Mechanus
Organization Solitary
Treasure none
Stinging Rays (Sp) All ray effects a samsarut uses deal 2d4+4 damage on a successful ranged touch.
Dispelling Ray (Sp) As a move action, a samsarut can make a ranged touch attack with a range of 75 feet. On a hit, the ray acts as a targeted greater dispel magic with a caster level of 20th.
Oppressive Will (Su) The power of the samsarut's cold will grants it an effective +2 AC against hostile attacks due to opposing the morale of its foes.
Improved Grab (Ex) To use this ability, a samsarut must hit with both slam attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to soul trap the foe the following round.
Soul Trap (Su) When a samsarut has a hold on a foe, it may use a full action to trap the foe's soul. This acts as a Heightened trap the soul spell cast by a 20th level cleric. The foe is allowed a Will save (DC 26) to avoid the effect. Otherwise, its soul becomes trapped in the samsarut's rings until the inevitable sees fir to release it. A samsarut may trap a maximum of six souls. The save DC is Wisdom-based.
Levitation (Ex) Samsaruts are treated as though they had stable footing at all times. They cannot be knocked prone.
Iron of Destiny (Ex) Most of a samsarut's body is made of the Iron of Destiny, an iron ore found only on Samsara. This ore imparts a permanent +2 luck bonus to the samsarut's attack and damage rolls, AC and saves, which is reflected in the stats above. Weapons made from this ore have a +2 luck bonus to attack and damage rolls. Armor made from it has a +2 luck bonus to AC and saves. A single samsarut yields enough Iron of Destiny for one suit of full plate, three weapons or one suit of lesser armor and one weapon.
Adamantine Limbs (Ex) Samsaruts' limbs and outer armor are made of enchanted adamantium. A samsarut's slam attacks are treated as magic lawful adamantium for the purposes of overcoming damage reduction.
Lifeforce Link (Su) Attacks from behind, area effects and some ranged attacks will hit the samsarut's rings instead of its body. Roll 1d4 for a successful ranged attack. On a 1, the rings have been struck instead of the body. When any such attack deals damage to the rings, each non-construct creature within 200 feet of the samsarut takes 2d6 subdual damage. There is no save to resist this damage.
Absolute Judgment (Ex) Samsaruts are charged with preventing the elimination of an entire species. They are sometimes forced to use powers that revive the dead. As they are linked to Samsara, samsaruts have much greater pull with resurrection effects than any mortal. A samsarut can use reincarnation on an active intelligent undead, a creature killed by a death effect or a creature that has died of old age. A samsarut's reincarnation, resurrection, true resurrection and mass resurrection spell-like abilities are not restricted by time since death, and cannot be resisted by unwilling souls. Samsaruts can choose the form of a reincarnated being. However, samsaruts prefer to follow the standard rules of these spells, as breaking them imposes a cost on the Wheel of Life and may incur disciplinary action against it. Samsaruts are rarely moved by mortal petitions to use these abilities; they have been known to ignore deities' requests.
Mass Resurrection (Ex) As resurrection, but up to 1 creature/level.
A samsarut is a large sphere made of moving rings, similar to a gyroscope, with a throbbing blue glow at its center. The rotations are timed off the Wheel of Life, and within the myriad sub-rings one can see visions of past and future lives. This sphere is held aloft by an iron-adamantine body shaped like the upper body of a winged humanoid female. The golden-hued body has two elongated arms, and the face bears a slight expression of disapproval. Beyond the navel of the torso, the solid metal merges into a pyramidal base, point-downwards below the floating construct. Two more arms, shaped like a great eagles' talons, emerge from the x-axial poles of the largest ring, and another two, shaped like mammalian paws, are placed 60 degrees upwards from their respective poles. Topping the main ring is a golden bull's head.
On the lawful plane of Mechanus, an endless sea of world-gears, one of the most unique is the gear of Samsara - the Wheel of Life. Keeping record of the locations, status and natures of all souls across the planes, the great gear of Samsara monitors life, death and rebirth.
The servants of the perpendicular gear grew concerned about sudden influxes of highly similar souls, worrying at the imbalance that such ingresses provoked. They reported to the lords of Mechanus, who gave new instructions to the creche-forges of the inevitables. And thus were born the samsaruts.
These powerful inevitables exist to prosecute the inevitability of growth, change and progress. Specifically, they prevent, reverse and prosecute genocides - the extermination of a race, culture or species, typically by an outside force. Samsaruts are entrusted with unique power over souls, although they must be careful not to abuse it lest they imbalance Samsara in another fashion. Some go so far as to call samsaruts the inevitability of life; the constructs do not look kindly on such people.
Inevitable, Valharut
CR 11 XP: 12,800
LN Medium outsider (extraplanar, inevitable, lawful)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +20
Aura inviolate aura (60 ft.)
AC 25, touch 16, flat-footed 19 (+9 natural, +6 Dex)
HP 138 (12d10+72); regeneration 5 (chaotic)
Fort +14, Ref +10, Will +13
Defensive Abilities constructed; DR 10/chaotic; Immune transmutation effects; SR 22
Speed 50 ft.
Melee slam +17 (1d4+7)
Spell-Like Abilities (CL 11th, concentration +16) Constant—air walk At will—greater teleport (self plus 50 lbs. of objects only), order’s wrath (DC 19) 1/day—dispel chaos
Str 21, Dex 22, Con 22, Int 11, Wis 20, Cha 21
Base Atk +12; CMB +17; CMD 33
Skills Acrobatics +21, Intimidate +20, Knowledge (planes) +15, Perception +20, Sense Motive +20, Swim +17
Languages truespeech
SQ dimension slide
Environment any (Axis)
Organization solitary, pair, or barrage (3–8)
Treasure +1/+1 valharut hook, +1 dagger, other treasure
Dimension Slide (Su) A valharut can teleport up to its speed as a move action, provided it has line of sight to its destination. This movement does not provoke attacks of opportunity. A valharut can perform this ability as a full-round action to teleport up to double its speed and make one melee attack against a creature at the end of this move.
Inviolate Aura (Su) A valharut radiates an aura of inviolate form, granting all allies within 60 feet a bonus to Fortitude saves to resist hostile transmutation effects (such as a protean’swarpwave) equal to the valharut’s Charisma bonus (+5 for the typical valharut).
Valharut Hook (Ex) Valharuts fight with an exotic weapon that consists of two hooked blades projecting from opposite ends of a shaft. A valharut hook is functionally identical to an orc double axe, but proficiency with the orc double axe does not grant proficiency with a valharut hook, or vice versa.
This four-armed faceless woman has flesh that appears to be made of pale marble veined with traceries of blue lines.
Valharut inevitables are champions in Axis’s ongoing war with the Maelstrom and its protean natives. Unlike other inevitables, the valharut is not designed to protect or maintain a specific universal constant or planar law, but rather to act as a soldier against the ever-encroaching forces of chaos. As such, valharuts are more often seen outside of Axis, battling enemies of law under the direct orders of their axiomite superiors.

Inevitble, Pardivut
CR 5 XP: 1,600
LN Tiny construct (extraplanar, lawful)
Init +10; Senses Perception +2
AC 21, touch 19, flat-footed 14 (+2 size, +2 natural, +6 Dex)
HP 13 (3d8)
Fort +1, Ref +7, Will +3
SR 15
Speed 30 ft., fly 40 ft. (perfect)
Melee Halogen ray ranged touch +9 (2d4 fire + dazzled, 19-20/x3 + blind)
Ranged Halogen ray ranged touch +11 (3d4 fire + dazzled, 19-20/x3 + blind)
Space 2-1/2 ft.
Special Attacks Defensive wall, subdual barrage, halogen
Spell-Like Abilities (CL 5th) At will - alarm, faerie fire, greater invisibility, arcane mark "GUILTY", illusory script, locate person, locate creature, suggestion 1/day - discern location, greater planar ally
During Combat Pardivuts rarely enter combat. If they see a need, they will not hesitate to fight, freely using subdual barrages and throwing up a defensive wall if need be. Pardivuts prefer not to open their halogen shutter, and only do so against spellcasters or when seriously threatened. Greater planar ally is reserved for calling on a higher caste of inevitable in circumstances where the transgressor's crime is one that such a being would prosecute. It is never used to save the pardivut from destruction.
Str 8, Dex 23, Con -, Int 10, Wis 15, Cha 13
Base Atk +0; CMB -3; CMD 13
Feats Dodge, Improved Initiative
Skills Acrobatics +8, Sense Motive +2, Stealth +14
SQ Construct traits, levitate, perfect vision, spell-like abilities
Environment Clockwork Nirvana of Mechanus
Organization Solitary, binary (2) or inquisition (4-8)
Treasure none
Defensive Wall (Su) Once per day, a pardivut can erect a wall of force, as the spell cast by a 20th level sorcerer. The pardivut can shape the area of the wall according to its needs.
Subdual Barrage (Sp) As a swift action, a pardivut may unleash a barrage of force bolts. This attack acts as an Empowered magic missile cast by a 9th level caster, except that the damage is all subdual damage.
Halogen (Ex) Pardivuts have an intense chemiluminescent light at their cores, surrounded by a targeting array of perfect mirrors. This halogen is normally shuttered, but when open and focused it deals fire damage in a 40' ray. Any creature touched by the ray is also dazzled by the bright light. On a critical hit, the blinding light deals additional damage and blinds the foe for 1d4 rounds.
Levitate (Ex) A pardivut's flight is not stopped by antimagic or dispel effects. Pardivuts are considered to have steady footing when necessary and cannot be knocked prone.
Perfect Vision (Su) Pardivuts have complete visual information. This means they see as though in bright illumination at all times. They are thus immune to concealment. Additionally, pardivuts see as though affected by true seeing, detect magic, detect chaos/evil/good/law, detect animals or plants, detect scrying, detect secret doors, detect snares and pits and detect undead. They are always treated as though they have studied the area they view for three rounds (for whichever effects would require it.)
Spell-Like Abilities (Sp) Pardivuts inscribe "GUILTY" visibly on the transgressor using arcane mark, then use illusory script (authorizing all persons except the transgressor) detailing the nature and evidence of the transgressor's guilt. Occasionally, they will use alarm or faerie fire to draw attention to the transgressor.
Pardivuts are conical constructs with a shuttered lens in the center of one side. They are typically brass, blue and chrome in coloration. Atop the inverse cone, an extruded black disk bears the pardivut's sensors, which glow white-blue. Pardivuts can communicate telepathically with any creature that has a language.
Pardivuts are the scouts of the inevitables; they represent the inevitability of guilt.
Where human agency fails to learn of guilt or lacks evidence necessary to bring the law to bear, pardivuts sometimes appear. They are sent only to identify the guilty and procure evidence; prosecution is generally left to human authorities unless the crime is of a scale that another inevitable would need to get involved.

Inevitable, Satut
CR 23 XP: 819,200
LN Small humanoid (extraplanar lawful)
Init +10; Senses darkvision 60 ft., low-light vision; Perception +6
AC 46, touch 30, flat-footed 35 (+1 size, +16 natural, +8 deflection, +10 Dex)
HP 126 (28d8); fast healing 15
Fort +9, Ref +19, Will +15
DR 20/chaotic; Immune cold; SR 32; Resist fire 15, force 15
Speed 30 ft.
Melee 2 claws +30 melee (1d6+8 + 1d6 cold + 1d6 electric) and 2 elbow blades +30 melee (1d8+4 + 1d6 electric, 18-20/x2) or Whirlwind Attack claw +30 melee (1d6+8 + 1d6 cold + 1d6 electric) and elbow blade +30 melee (1d8+4 + 1d6 electric, 18-20/x2) on each foe within reach
Space 5 ft.
Special Attacks Ripping attack, paradox gaze, conduction, inflict reason, punitive thought
Spell-Like Abilities (CL 20th) At will - plane shift, ethereal jaunt, cone of cold, Otiluke's freezing sphere, Quickened wall of force, ray of exhaustion, enervation, magic circle against chaos, dictum, order's wrath, chill touch, shocking grasp, lightning bolt, greater teleport, true seeing, dimensional anchor, dismissal. 3/day - power word stun, maze, shield of law, forcecage, energy drain, seal planar rift*. 1/day - prismatic sphere, time stop
During Combat A satut usually begins combat by establishing multiple walls of force before using ranged spell-like abilities. If foes manage to close to melee, it prefers using its melee attacks to its paradox gaze. Punitive thought is a backup ability, used mostly to disengage.
Str 27, Dex 30, Con -, Int 19, Wis 22, Cha 29
Base Atk +21; CMB +28; CMD 56
Feats Blind-Fight, Cleave, Combat Expertise, Combat Reflexes, Dodge, Great Cleave, Hover, Improved Multiattack, Mobility, Multiattack, Power Attack, Quicken Spell-Like Ability (Wall of Force), Spring Attack, Whirlwind Attack
Skills Acrobatics +30, Bluff +29, Climb +28, Linguistics +26
SQ pristine logic, construct traits
Environment Clockwork Nirvana of Mechanus
Organization Solitary
Treasure None
Ripping Attack (Ex) A satut who hits with a claw attack gets a +6 synergy bonus on the successive elbow blade attack. An elbow blade attack can only be used after a claw attack.
Paradox Gaze (Su) Satuts have seen far beyond the rational and have the capacity to transmit the horror they have witnessed. A satut may use a gaze attack on a single enemy within 40 ft. as a standard action. The victim must make a successful Will save (DC 30) or be affected by phantasmal killer without a Will save. If the victim survives the killer, an insanity effect automatically triggers for that creature. A creature that saves against the paradox gaze becomes shaken for 2d4 rounds but cannot be affected by that same sarut's gaze for 24 hours.
Conduction (Su) A satut struck by a metal weapon discharges electricity through the weapon into its wielder, dealing 3d6 electric damage. Weapons with the shock or shocking burst abilities negate this property.
Inflict Reason (Su) A satut's natural weapons are treated as lawful magic silver for overcoming damage reduction. Additionally, the satut's natural weapons deal 1d6 lawful damage to non-lawful creatures, 3d6 lawful damage to chaotic creatures and 6d6 lawful damage to creatures with the Chaotic descriptor.
Puntive Thought (Su) Once per day a satut can emit a punishing blast of rational thought as an immediate action. All living creatures within 30 feet of the satut must make a Will save (DC 28) or be feebleminded as the spell. Arcane spellcasters take a -4 penalty on this saving throw; psionic characters get a +4 bonus unless they were concentrating on a power at the time, which instead incurs a -8 penalty. Additionally, all living creatures in the radius are staggered until the end of their next turn.
Pristine Logic (Ex) Satuts are specifically designed to be ultimately rational. They automatically succeed at all Will saves.
The satut is a disconcerting sight. Four feet tall, it appears as a slightly hovering black and chrome skeleton containing fine clockwork. Blue lightning’s arc across the mechanisms. Perfectly smooth white ovoid plates are attached to the satut's arms, chest, shoulders and legs, with the ones on the arms having an opening for two wicked blades that extend back to the elbows. The satut's hands and feet are chrome and gold, and the air around the hands glows a cold blue. The head, attached to an oddly curved neck, is a perfectly smooth white oblong with a sheet of black glass where the face would be. A long black spike juts out of the back.
Satuts communicate telepathically, although they rarely bother to do so.
Satuts are the inevitables of reason, logic and rationality. They repair damage to the planes, defend against the Far Realm and destroy beings of chaos and those that would bring them forth.

Inevitable, Galadiut
CR 25 XP: 1,638,400
LN Large construct (extraplanar, lawful)
Init +8; Senses darkvision 60 ft., low-light vision; Perception +41
AC 14, touch 14, flat-footed 9 (-1 size, +4 Dex)
HP 187 (34d10); fast healing 20
Fort +15, Ref +25, Will +24
DR 30/chaotic or adamantine; Immune cold; SR 40; Resist chaotic 20
Speed 40 ft., fly 30 ft. (perfect)
Melee 2 slams +40 melee (3d6+16 + 3d6 sonic and crystal petrified) and core ray +24 ranged touch (2d6+7 + 3d8+7 force, x3) or +4 frost harrowing greatsword +44/+39/+34/+29 melee (4d6+20 + 1d6 cold + 2d6 negative energy, 17-20/x2)
Ranged core ray +24/+24/+24/+24 ranged touch (2d6+7 + 3d8+7 force, x3)
Space 10 ft., Reach 10 ft.
Special Attacks Powered strike, core ray, crystal petrify, orbs of the absolute, cosmic gaze
Spell-Like Abilities (CL 20th) At will - plane shift, ethereal jaunt, Otiluke's telekinetic sphere, enervation, greater dispelling, magic circle against chaos, crushing despair, dictum, order's wrath, dimension door, true seeing, dimensional anchor, dismissal, circle of death, hold monster. 3/day - power word stun, forcecage, power word blind, greater planar ally, seal planar rift* (lawful only), Twinned Mordenkainen's sword, dominate monster. 1/day - implosion, gate (lawful only), power word kill, Mordenkainen's disjunction.
During Combat In combat, a galadiut begins by summoning Twinned Mordenkainen's swords and Otiluke's telekinetic spheres to occupy the target's allies. Galadiuts prefer to use slam attacks on less important targets. They will only use their orbs if the target poses a serious threat. A galadiut must at all times defend cosmic law and order; it may have to let its target escape to rectify the damage done.
Str 42, Dex 19, Con -, Int 24, Wis 29, Cha 25
Base Atk +25; CMB +42; CMD 56
Feats Alertness, Awesome Blow, Cleave, Dodge, Epic Reflexes, Flyby Attack, Great Cleave, Improved Critical (Greatsword), Improved Flyby Attack, Improved Initiative, Improved Natural Attack (Slam), Point-Blank Shot, Power Attack, Precise Shot, Twin Spell
Skills Acrobatics +28, Bluff +37, Diplomacy +37, Intimidate +37, Knowledge (planes) +37, Linguistics +33, Perception +41, Sense Motive +41
SQ Core, multitask, construct traits, ioun stones, spell-like abilities
Environment Clockwork Nirvana of Mechanus
Organization solitary
Treasure Ioun stones a galadiut has three ioun stones: incandescent blue, deep blue and pale lavender. The incandescent blue stone grants a +2 Wisdom bonus, the deep blue stone gives it the Alertness feat and the pale lavender one can absorb up to 20 spell levels of spells 4th level or lower.
Orbs of the Absolute each galadiut is issued four orbs of the absolute upon forging, which hover near the galadiut as it directs. As a standard action, the galadiut may seize an orb and activate it. Each orb acts as an empowered meteor swarm spell cast by a 20th level wizard (save DC 28). Instead of fire damage, each orb deals lawful, chaotic, holy or profane damage. Survivors are then hit with the corresponding effect: holy word, word of chaos, dictum or blasphemy. A galadiut is initially issued one of each, and they are never replaced.
Reinforcement Armor ability: Grants 30 additional hit points while worn. Moderate transmutation; Caster level 10th; Craft Magic Arms & Armor, stoneskin; price +3 bonus.
Harrowing Weapon ability: Deals +2d6 negative energy damage on a successful hit. Creatures with negative energy protection are unaffected. Heals 2d6 damage when it strikes an undead or negative energy creature. Moderate necromancy, Caster level 9th; Craft Magic Arms & Armor, inflict critical wounds, creator cannot be good; price +2 bonus.
Twin Spell-Like Ability - Produce a doubled effect, as though the ability was used twice simultaneously.
Powered Strike (Ex) Galadiuts are specially engineered to strike with more force than normal. A galadiut's weapons are treated as though they were one size higher when calculating damage, and the galadiut has Awesome Blow as a bonus feat.
Core Ray (Su) A galadiut's core can emit a powerful beam of energy. While engaged in combat, the galadiut can fire either a single burst or a continual beam. The continual beam must be fired at a single target, but iterative attacks have no penalty. Additionally, each successful hit with the continual beam imparts a cumulative +6 synergy bonus to iterative attacks for the round. As an example, assuming all four beams hit, the attack bonuses would be +24/+30/+36/+42. The core ray's range increment is 30 ft.
Crystal Petrify (Sp) A galadiut's touch brings cosmic law to bear against the recipient. On a successful slam attack, the victim must make a Fortitude save (DC 36) or be coated in a crystalline shell that replicates the effects of temporal stasis cast by a 25th level sorcerer. Psionic creatures gain a +4 bonus to their saving throw. On a lawful plane, the DC increases by 4. On a chaotic plane, the DC is reduced by 6. Any sort of protection from lawful effects protects a creature from crystal petrify.
Cosmic Gaze (Su) As a standard action, the galadiut may activate a gaze attack against one creature it has a line of sight to. That creature must make a Will saving throw (DC 34) or be transfixed by a beam of cosmic light running from the galadiut's eye to the victims' eyes. Each round that the creature is transfixed, it is helpless. Additionally, it must make a Fortitude save (DC 34) or have its body filled with cosmic energy dealing 4d8 damage. The galadiut may only use its cosmic gaze on one creature at a time. Interrupting the connecting beam ends the effect.
Core (Ex) The galadiut's core functions as its connection to the power of cosmic law. While active, it imparts shield of law and foresight to the galadiut, and allows the use of core rays, crystal petrify and cosmic gaze. The galadiut may voluntarily remove its core, which functions as a lawful orb of the absolute (see below). A character may make a Sunder attempt (DC 16) to strike the core. The core has hardness 20 and 45 hp. Without the core, a galadiut loses all of these powers, and automatically ceases functioning in one minute (10 rounds.)
Multitask (Ex) The complex clockwork that empowers the galadiut allows it to run multiple cognitive tasks simultaneously. The galadiut may make any number of Concentration checks that would normally take a full action or less as a free action, although it may only take one Concentration check per effect.
Galadiuts are the highest inevitables, enforcing the absoluteness of planar law.
Galadiuts stand ten feet tall. Their armored forms are blue and black, with traces of gold and silver circuitry. Through the construct's joints, a dim blue glow highlights a miniature universe of gears, pistons, pulleys and silver sparks of energy. Bound to the galadiut's chest is an orb that pulses with a silver-blue glow, anchored by two large conduits that sweep back to the construct's shoulders. Two more from underneath the galadiut's arms join the core from below, forming a distinctive X. The galadiut's head reveals more clockwork; its blue and black plates have slight gaps to accommodate the only two features: A single, long crystal that serves as eyes, and a basic mouth plate. Behind the construct's back, a large black greatsword with blue-glowing edges spins on an axis parallel to the ground, and a glowing orbit of three ioun stones trails around its head.
Galadiuts exist to enforce the inevitability of planar law. They seal planar rifts, prevent layers from sliding, restore gate towns and defend crystal spheres. Beyond varakhuts, galadiuts are the final boundary to killing a god. Beyond quaruts, galadiuts remove the offender. They are dreaded by the forces of chaos and those forces of law that attempt to encroach on the absolute balance. Asmodeus, Grazz't and Demogorgon still keep the helms of the galadiuts they have defeated, and it is rumored that even the fearsome Ygorl bears a scar from a galadiut's sword.
Petition Pardivut
Conjuration (Calling) [Lawful]
Level: Adept 2, Cleric 1, Sor/Wiz 1
Components: V, S, F/DF
Casting Time: 10 minutes
Range: Close (25 ft.)
Effect: One called pardivut
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
The caster of this spell petitions the assistance of a pardivut, an inevitable from the plane of Mechanus dedicated to identifying the guilty. The caster must present a successful petition; a Diplomacy check (DC 15) may improve the pardivut's disposition, as will legitimate evidence.
The pardivut will remain at the caster's behest until the guilty parties have been identified and arcane marked. The pardivut is not disposed or required to fight on the caster's behalf, and may depart if threatened.
If the caster spends 100 XP during the casting, the pardivut will defend itself and the caster against the guilty parties.
A consequence of a successful petition is that the pardivut is free to roam the Prime Material Plane. Some villages have had whole populations stamped by a wandering pardivut.
Focus: A platinum cone of at least 20 gp value and a vial of chlorine.
Call Samsarut
Conjuration (Calling) [Lawful]
Level: Clr 9, Drd 7, Sor/Wiz 9
Components: V, S, M, F/DF
Casting Time: 1 hour
Range: Close (30 ft)
Effect: One called samsarut
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
The caster sends a plea to the plane of Mechanus, asking for the aid of a samsarut, an inevitable that censures the mass disruption of life.
The samsarut assesses the caster's request using Sense Motive, and comes only if it believes the caster has a good reason for the summons. On arrival, if asked to perform a resurrection or reincarnation, the samsarut is very likely to leave.
Should the caster have just cause (genocide, natural disaster, epidemic etc.) the samsarut will set about restoring the balance. It has little need for communication and will most likely ignore the caster completely, although it will honor a reasonable request taking no longer than one hour, and will look favorably on any assistance.
A samsarut has no cause to remain once reasonable balance is restored. It will depart immediately afterwards.
Focus: A golden disk enameled to depict Samsara, valued at 5000 gp.

Inevitable, Quarut
CR 17 XP: 102,400
LN Medium construct (extraplanar, lawful)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +28
AC 32, touch 12, flat-footed 30 (+13 natural, +7 armor, +2 Dex)
HP 119 (18d10+20); fast healing 15
Fort +8, Ref +12, Will +16
DR 15/chaotic; SR 28
Speed 50 ft.
Melee 2 slams +29 (3d6+11)
Reach 10 ft.
Special Attacks Chronic blurring, slowing wave
Spell-Like Abilities (CL 18th) At will - circle of doom, Quickened dimension door, dominate person, greater dispelling, haste, hold monster, locate person, true seeing. 3/day - Quickened temporal stasis. 1/day - circle of death, greater teleport, limited wish, mark of justice, time stop. 1/week - geas/quest, plane shift.
Str 22, Dex 15, Con -, Int 14, Wis 21, Cha 23
Base Atk +13; CMB +19; CMD 31
Feats Ability Focus (Slowing Wave), Alertness, Blind-Fight, Combat Reflexes, Improved Initiative, Quicken Spell-Like Ability (Dimension Door, Temproal Stasis), Skill Focus
Skills Knowledge (arcana) +23, Perception +28, Sense Motive +7, Spellcraft +26
SQ Chronic immunity, construct traits, prescience, slipstream, spell-like abilities
Environment Clockwork Nirvana of Mechanus
Organization solitary
Chronic Blurring (Su) Three times per 24 hours that the quarut actively experiences, it may distort time around a creature that it has hit with a slam attack. The victim must make a Will save (DC 24) or be cut free from precision time. The creature's chronological fix begins to waver, distorting its perception and cognition. Living creatures and moving objects appear subject to a displacement effect (50% miss chance), immobile objects are blurred (20% miss chance) and detail is impossible to make out, rendering Spot checks, sneak attacks, reading and listening impossible. Additionally, the creature has a -6 penalty on Reflex saves and must make a Concentration check (DC 24+spell level) to cast spells. Blind-Fight is negated while in a chronic blur. Chronic blurring lasts 1d6 rounds.
Slowing Wave (Sp) As a move action, a quarut may emit a 30' cone that acts as a slow spell cast by a 15th level sorcerer (Will save DC 19).
Chronic Immunity (Ex) Quaruts are immune to changes in time of less than divine strength. They are thus unaffected by slow, temporal stasis and time stop. If a celerity spell is cast, the quarut gets an attack of opportunity if the recipient enters its threatened area.
Prescience (Ex) Quaruts have an innate ability to perceive the structure of time. They gain a +2 bonus to attack rolls, initiative, Fortitude saves and Reflex saves.
Slipstream (Su) Once per 24 hours that the quarut actively experiences, it may activate a chronological slipstream as a standard action. The quarut chooses a period of time up to five minutes (50 rounds) in the future. When that time arrives, the quarut replaces its body with a temporal clone from the slipstream activation. Other than the slipstream activation, nothing the quarut has done in the elapsed time affects its new self. Hit points, spell-like abilities and uses of chronic blurring are reset to their levels as of slipstream activation. Even a destroyed quarut can return a temporal clone from the past.
Quarut look like warped marionettes with slender brown frames and complex, green-gold plating. They tend to employ magic in order to gain the upper hand in battle, even spells like Wish and Time Stop in order to seize their targets. They seem to conveniently ignore the fact that the use of these spells is what they're created to combat.
The Quarut are tasked with delivering justice to those who meddle with time and relative dimensions in space, causing rippling effects and distort space and all kinds of other magibabble stuff you normally see on Doctor Who. The foes of the Quarut are potent indeed, and as such they keep their distance until they better understand their quarry. They often engage their foes by matter of proxies, interrogate associates and minions and seek weaknesses in their foes. While the Quarut are formidable in battle, the easiest way to deal with them is to determine what they want and fix the damage you've done. This is often easier said than done and may require anything up to and including time travel to undo some calamity.

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