Inexorable, Ramitra
CR 9 XP: 6,400LN Medium construct (evil, extraplanar, lawful)
Init +2; Senses darkvision 60 ft.; Perception +20
AC 27, touch 17, flat-footed 25 (+10 natural, +5 deflection, +2 Dex)
HP 66 (12d10); fast healing 5
Fort +4, Ref +10, Will +10
DR 10/chaotic or good; SR 20
Speed 20 ft., fly 30 ft. (good)
Melee 4 Large spiked chains +16 melee (2d6+7, reach, 19-20/x2) or 2 complex Large man catchers +17 melee (1d6+7 subdual + grapple, no critical)
Special Attacks Improved grab, dread constrict, force bind, heavy grapple
Spell-Like Abilities (CL 10th) At will - dimensional anchor, expeditious retreat, touch of idiocy, passwall, Otiluke's resilient sphere, true seeing. 3/day - break enchantment, dismissal, globe of invulnerability, plane shift, Evard's black tentacles (appearing as black chains), blink, ray of exhaustion, deep slumber. 1/day - hold monster, binding (chaining), dominate person, geas/quest. Save DCs Intelligence-based.
During Combat Ramitras are excessively cruel in their duties, often using paired razor-sharp chains to incapacitate and fell a target. Once the target is caught, the ramitra will plane shift either to the master's home plane or to Avalas, should the master be unwilling, unable or unavailable to reclaim the target. A ramitra will use a carefully worded geas/quest to bind a target into servitude for the remainder of its life.
Str 25, Dex 15, Con -, Int 20, Wis 14, Cha 16
Base Atk +9; CMB +16; CMD 33
Feats Improved Critical (spiked chain), Improved Trip, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (complex man catcher)
Skills Acrobatics +22, Bluff +18, Intimidate +18, Perception +20, Sense Motive +17
Languages Common, Undercommon, Infernal, Celestial and Abyssal
SQ Construct traits, force immunity, spell-like abilities
Environment Infernal Battlefield of Acheron
Organization Solitary or deportation (3-6)
Treasure none
Improved Grab (Ex) To use this ability, the ramitra must hit a Medium or smaller opponent with its man catcher. 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 constrict or make a trip attempt without an attack roll the following round.
Dread Constrict (Ex) On a successful grapple check, a ramitra deals 1d6+7 subdual damage and 2d6 negative energy damage. Enemies making an opposed grapple check to escape a complex man catcher do so at a -4 penalty.
Force Bind (Su) Twice per day, the ramitra can project a bond of strong force from its complex man catcher. Each bond acts as a Bigby's crushing hand spell cast by a 20th level cleric (Attack +33, Grapple +38, 2d6+12 damage), except that it can only make grappling or constricting attacks. It cannot interpose or bull rush. The ramitra can maintain the force bind for up to 2 minutes (20 rounds) or dismiss it as it chooses.
Heavy Grapple (Ex) The ramitra takes no penalties for having grappled a foe in one hand. It may continue to move at its base speed and may make additional grapple attempts with its other hand.
A ramitra's torso is covered in rounded plates, including two massive pauldrons. Where a humanoid would have forearms, the ramitra has a series of pneumatic pressors similar to a giant lobster claw. At the center are two motorized spindles controlling spiked chains. The ramitra's head is elongated and triangular in the front, and features two wide-set, coldly gazing white orbs. Below the waist, the ramitra is a solid cone like shape that hovers at a stable distance above the ground.
Ramitras are the inexorables of servitude. They pursue those who, voluntarily, by coercion or by contract, have taken up servitude that they attempt to escape. Whether soldiers, slaves or simple servants, any who try to elevate themselves, bribe their way out or simply make a run for it could incur the cold wrath of a ramitra.
Inexorable, Torudra
CR 14 XP: 38,400N Large construct (evil, extraplanar, lawful)
Init +1; Senses Darkvision 60 ft.; Perception +27
AC 24, touch 10, flat-footed 23 (-1 size, +14 natural, +1 Dex)
HP 140 (20d10+30); fast healing 5
Fort +10, Ref +7, Will +14
DR 15/chaotic or good; Immune acid; SR 25; Resist fire 10, cold 10; Weaknesses rusting vulnerability
Speed 30 ft.
Melee 2 slams +23 melee (2d6+9, 19-20/x2) or pneumatic slam +26 melee (2d6+12, 19-20/x3) and slam +23 melee (2d6+9, 19-20/x2)
Space 10 ft., Reach 10 ft.
Special Attacks Wall of steel, inexorable weight, leaden sphere, pneumatic slam
Spell-Like Abilities (CL 14th) At will - dimensional anchor, passwall, Otiluke's resilient sphere, sound burst, true seeing. 3/day - break enchantment, dismissal, plane shift, displacement, shatter. 1/day - greater shout, hold monster, forcecage, dominate person
During Combat Torudras are as single-minded as their brethren; after dropping a leaden sphere, the torudra mercilessly smashes aside obstacles to reach its target, which it will forcecage, dominate and then return to imprisonment. Should the original facility, warding agent or other enforcing property not be available, the target is instead sent or brought to Carceri. Walls of steel are used to segregate the target from live opposition.
Str 28, Dex 13, Con -, Int 13, Wis 19, Cha 16
Base Atk +15; CMB +25; CMD 36
Feats Awesome Blow, Cleave, Great Fortitude, Improved Critical (Slam), Improved Natural Attack, Iron Will, Power Attack
Skills Intimidate +26, Perception +27, Sense Motive +27
SQ Construct traits
Environment Infernal Battlefield of Acheron
Organization Solitary, team (2) or cadre (4)
Treasure none
Wall of Steel (Sp) Once per round as a standard action, a torudra can create a 5-inch thick wall of steel, up to 100 square feet in a single plane. This is as the spell wall of iron cast by a 20th level sorcerer, except that the wall sections have hardness 15 and 150 hit points, and any rusting effect instantly destroys a 5' square section. Freestanding walls can be pushed over with a DC 35 Str check, dealing 8d6 damage to creatures crushed underneath. The DC to break through with a Str check is 30. The Reflex save DC to escape a falling wall is 19.
Inexorable Weight (Ex) Torudras cannot jump. Levitate fails against a torudra. The torudra's slam attacks are treated as one size larger for damage. The torudra gains a +8 bonus to grapple checks, and a creature pinned by a torudra is unable to escape. Torudras cannot be bull rushed, pinned or tripped.
Leaden Sphere (Su) As an immediate action, a torudra may release the clamps in its palm, dropping a leaden sphere to the ground. All other creatures on the same surface as the dropped sphere must make a Reflex save (DC 22) or be slowed (as the spell) for 10 rounds. A torudra has only two leaden sphere and cannot regain spheres it has dropped.
Pneumatic Slam (Ex) A torudra can enhance the power of a single slam attack by using pneumatic boosters in its arms. The powerful expulsion of compressed air adds +3 to attack and damage and increases the critical multiplier of the pneumatic slam. A torudra must expend a move action to reset a pneumatized arm and cannot use that arm for other attacks until it has done so.
Rusting Vulnerability (Ex) A torudra takes double damage from effects that harm ferrous creatures, such as a rust monster's power or the rusting grasp spell.
The heartless torudra stands 11 ft. tall. It is slender but for its shoulders, which bear two giant iron spheres. The palms of its surprisingly large hands bear smaller, lead spheres bound by rings embedded in its palms. The torudra's humanoid shape otherwise features tight iron plates, thick cordlike pipes and concealed clockwork and pneumatics. The only exposed mechanical feature is its neck, made of two vertically set gears that can only rotate the head forwards and backwards
Torudras are the inexorables of imprisonment. Beings condemned to be jailed for any length of time are under the purview of the relentless torudras, who pursue escapees, those released for political reasons and those who attempt to receive leniency in their confinement.
Inexorable, Viasura
CR 18 XP: 153,600
LN Large construct (evil, extraplanar, lawful)
Init +7; Senses darkvision 60 ft.; Perception +36
AC 29, touch 14, flat-footed 26 (-1 size, +15 natural, +2 dodge, +3 Dex)
HP 167 (25d10+30); fast healing 10
Fort +12, Ref +17, Will +22
DR 20/chaotic or good; Immune cold and fire; SR 28
Speed 40 ft.
Melee 2 blades +22 melee (2d8+5, 17-20/x2)
Ranged 6 bombards +21 ranged touch (1d12+3 fire, 19-20/x2) or 6 frost bombards +21 ranged (1d6+3 and 1d6 cold)
Space 10 ft.
Special Attacks Shredding storm, quelling wave, sneak attack +8d6, bombardment, breath weapon
Spell-Like Abilities (CL 17th) At will - contagion, dimensional anchor, dimension door, displacement, greater invisibility, ice storm, Otiluke's resilient sphere, passwall, suggestion, true seeing. 3/day - antimagic field, break enchantment, circle of death, demand, disintegrate, dismissal, plane shift, spell turning. 1/day - antipathy, discern location, dominate person, geas/quest, hold monster, moment of prescience, sympathy
During Combat A viasura will begin with a quelling wave if it sees any profit in it. It will then use bombardments until foes get close, at which point it will unleash its breath weapon or shredding storm. If a particular target is inconvenient, it will go invisible and sneak attack that target to death.
Str 21, Dex 17, Con -, Int 16, Wis 26, Cha 19
Base Atk +18; CMB +24; CMD 39
Feats Ability Focus (Breath Weapon), Great Fortitude, Improved Critical (Blade), Improved Initiative, Improved Natural Attack (Blade), Iron Will, Lightning Reflexes, Point-Blank Shot, Power Attack
Skills Diplomacy +32, Intimidate +32, Perception +36, Sense Motive +36
SQ Construct traits, decisive mind, spell-like abilities
Environment Infernal Battlefield of Acheron
Organization solitary
Treasure none
Shredding Storm (Su) A viasura can open its ventral chambers, unleashing a storm of miniature blade shards from Ocanthus. This acts as a ringed blade barrier cast by a 15th level cleric (Save DC 20) except that it lasts only one minute and is centered on the viasura. If the viasura moves, the storm will fall and return to its chambers until the start of the next round, at which time it will resume if it has duration remaining.
Quelling Wave (Su) A viasura may emit a 60' cone of quelling power as a standard action, three times per day. The quelling wave instantly kills creatures caught in it with less than 6 HD. Creatures with 6 or more HD must make a Will save (DC 26) or be shaken for 1d4 rounds.
Bombardment (Ex) A viasura contains a miniature armada of Diminutive self-propelled missiles, guided by fine, detailed clockwork. Viasuras carry two kinds of bombards: Explosive bombard: The viasura's standard bombard, it explodes on contact with the target, dealing 1d12 fire damage. If it misses its target, its clockwork controls will terminate its explosive charge, rendering it inert. Frost bombard: A spiked missile, guided to strike through the target's defenses. On striking the target, it deals 1d6 piercing damage and discharges a magical cold effect that adds 1d6 cold damage. The viasura may not mix the two kinds of bombards in a full attack.
Breath Weapon (Su) The viasura can use its breath weapon three times per day. The breath weapon is a cloudkill effect as cast by a 10th level wizard (Save DC 28) except that the vapors are blood-red.
Decisive Mind (Ex) The viasura's mechanical brain more quickly acquires and acts on information, giving it a +2 dodge bonus to AC and a +2 bonus to Reflex and Will saves.
A viasura is 9 feet tall, with a set of six launchers over structure suggesting wings. Though its figure is humanoid, it has no hands, but rather two long, wicked blades. Its feet are digitigrade, its armor is jagged and triangular, and its head is elongated like a battleaxe, with the edge vented to suggest a human skull. Trickles of blood-red gas leak from the mouth vents, and an unfeeling blue glow lights in its eye sockets. A viasura's overall coloration is navy, black and dulled chrome.
Viasuras are the inexorables of conflict. They enforce absolute peace and take measures to ensure that once a conflict is resolved, it is fully ended. If they sense cracks in peace, unstable conciliation or shaky negotiation, they will "cease talks" and force the resumption of the drive to an absolute resolution.
Despite the chaos that has ensued in their wake, the results a viasura produces are almost always ordered and stable. Granted, a race has been wiped out, a city destroyed, a leader slaughtered, or the contested resources burned to ash, but in the end, there is a full and lasting peace. A viasura's methods usually involve forcing accord from one leader or using suggestion or an assassination to break a fragile peace.
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