Thursday, January 24, 2019

Greeble the Blue

Greeble the Blue
CR 13 XP: 25,600
Male venerable kobold sorcerer 13
LE Small humanoid (reptillian)
Init -1; Senses darkvision +60 ft.; Perception +7
AC 11, touch 10, flat-footed 11 (+1 size, -1 Dex, +1 natural)
HP 13 (13d6-48)
Fort +2, Ref +5, Will +9
Weaknesses Light sensitivity
Speed 30 ft.
Ranged Ray attack bonus +5
Space 5 ft.
Spells Known (CL 13rd) 
  6th-Create Undead, Mass Suggestion
  5th-Shadow Evocation, Mind Fog, Cloudkill
  4th-Enervation, Scrying, Dimension Door, Contagion
  3rd-Dispel Magic, Fireball, Vampiric Touch, Gaseous Form
  2nd-Eagles Splendor, Touch of Idiocy, Hideous Laughter, Spectral Hand, Ghoul Touch
  1st-Alarm, Shield, True Strike, Magic Missile, Ray of Enfeeblement
  0th-Resistance, Detect Magic, Read Magic, Ghost Sound, Touch of Fatigue, Mage Hand, Message, Open/Close, Prestidigitation
Str 3, Dex 9, Con 3, Int 17, Wis 16, Cha 25
Base Atk +6; CMB +1; CMD 10
Feats Craft Wondrous Item, Dragon Familiar (Blue), Eschew Materials, Silent Spell, Still Spell
Skills Craft (jewelry) +7, Craft (traps) +5, Diplomacy +8, Intimidate +11, Knowledge (arcana) +13, Knowledge (planes) +4, Linguistics +3, Perception +7, Perform (oratory) +7, Profession (miner) +5, Sense Motive +7, Spellcraft +19
Languages Draconic, Common, Undercommon, Infernal
Gear Lesser Metamagic Rod of Empower, Rod of Splendor
Ulhariejir (Blueblood) CR 3
Male Wyrmling Blue Dragon Familiar
Lawful Evil Small Dragon (Earth)
Init +0, Senses Listen +10; Spot +10; Blindsense 60 ft., Darkvision 120 ft., Low-light vision
Languages Draconic
AC 18, touch 11, flat-footed 18 (+1 size, +7 natural)
hp 45 (6d12+6 HD)
Immune electricity, magic sleep effects, and paralysis; SR 18
Fort +6, Ref +7, Will +8
Spd 40 ft, burrow 20 ft, fly 100 ft (average)
Melee Bite +9 (1d6+1), Claw +4/+4 (1d4+1)
Base Atk +8; Grp +3
Space 5 ft. ft.; Reach 5 ft.
Atk Options Breath Weapon, Flyby Attack
Abilities Str 13 (+1), Dex 10 (+0), Con 13 (+1), Int 10 (+0), Wis 11 (+0), Cha 10 (+0)
SQ Empathic Link, Share Spells
Feats Clinging Breath, Lightning Reflexes, Flyby Attack, Alertness, Improved Evasion
Skills Diplomacy +5, Hide +7, Intimidate +8, Knowledge (Nature) +8, Listen +10, Search +8, Sense Motive +8, Spot +10
Combat
Breath Weapon (Su): 40 ft line, 2d8 electricity, reflex 14 for half.
Clinging Breath [METABREATH]: Breath weapon clings to everything it touches. Clinging breath deals half the damage it dealt in the previous round. The delay for using the breath weapon again increases by one round for every round the breath weapon clings, which can be as many rounds as the dragon desires. A foe can attempt to remove the clinging breath with a full round action, making a DC 14 reflex save. By rolling around, the DC is reduced to 12 but the foe is made prone.
Create/Destroy Water (Sp): 3/day--as create water, but can also be used to destroy water. Caster level 1st; Will DC13 negates.
Description and History
Greeble the Blue is the oldest Kobold in memory, having lived over 60 years (natural Kobold life span under perfect conditions would be 45 years, but in usual conditions, few live past 12-14). Greeble's deep blue scales are patchy on his skin, and he possesses an extremely long mustache, which he dyes an even darker blue. He knows he is likely to die soon, and will do just about anything to prevent that-- which is why he is seeking to become a lich. All he needs now is a phylactery, but he doesn't have the materials yet.
Greeble is very frail and weak due to his age. He can only walk at all with the aid of his walking stick, which is in fact two magical rods that have been stuck together: a Rod of Splendor, and a Lessor Metamagic Rod of Empower, both of which aid his spell casting, the only thing that has kept him alive all these years.
Greeble is looked upon as a living legend, if not a God-King, by his fellow Kobolds. Greeble is more than capable of commanding his lesser brethren, at first with sweet words, then with intimidation, and finally with magical aid (Mass Suggestion).
Earlier in Greeble's history, his entire clan served under an Adult Blue Dragon. Through sheer cunning and force of personality, Greeble worked his way to become the spokesperson for his clan, and eventually even won over his dragon lord, who took a fond liking to him and taught him sorcery. This bond was not enough to stop him from fleeing, years later, when a band of adventurers came and slew the dragon, taking most of the hoard, and smashing all but one of the dragon's eggs, which had been better hidden than the rest. Greeble hatched this egg himself, and bonded it as his familiar.
Ulhariejir, which translates in the common tongue as Blueblood, is Greeble's only true friend, and makes a powerful ally in all his endeavors.
Tactics
If threatened, Greeble will attempt to flee to a safe distance from which he can cast his spells, first lowering their resolve with the numerous weakening spells he possesses, and then controlling them through Suggestions. Greeble has turned the Suggestion into an art form and can use it to great effect to control just about anyone he wishes into doing whatever he wants them to do.
If cornered, Greeble can assume gaseous form, and can apply the Eschew, Still, and Silent spell feats to cast in that state.
Keep in mind Greeble can create undead, and likely has a few ghouls or ghasts around as body guards.
In combat, Blueblood's already fierce combat prowess is enhanced by the ability to deliver Greeble's touch spells during melee, such as Ghoul Touch, Touch of Idiocy, and Vampiric Touch. Furthermore, Greeble can share his True Strike spell to make certain these spells hit.
Blueblood is still a small dragon, of course, and against more powerful foes won't stick around to make full attacks, but will instead make flyby attacks, delivering debilitating touch spells with each pass and breathing its breath weapon in strafing runs. Guerrilla tactics are best when dealing with more prominent foes.

Tulaen ir'Guthren, Elite Cultist

Tulaen ir'Guthren, Elite Cultist
CR 14 XP: 38,400
Female human Aristocrat 3/Sorcerer 6/Ur Priest 2/Mystic Theurge 4
NE Medium humanoid (human)
Init +1; Senses Perception +6
AC 22, touch 14, flat-footed 21 (+1 Dex, +4 shield, +4 armor, +3 deflection)
HP 87 (10d6+5d8+30)
Fort +6, Ref +5, Will +20
Speed 30 ft.
Melee +1 greatsword +18/+13/+8 (2d6+4/19-20)
Ranged heavy crossbow +16/+11/+6 (1d10/19-20)
Special Attacks rebuke undead (11/day), spells
Spells Known (CL 6th)
  0th-Arcane Mark, Dancing Lights, Detect Magic, Detect Poison, Ghost Sound, Mage Hand, Mending, Message, Prestidigitation, Read Magic
  1st-Alarm, Mage Armor, Magic Missile, Ray of Enfeeblement, Shield
  2nd-Acid Arrow, Darkvision, Ghoul Touch, Scorching Ray
  3rd-Dispel Magic, Lightning Bolt, Ray of Exhaustion
  4th-Polymorph, Dimension Door
  5th-Summon Monster V
Spells Prepared (CL 6th)
  0th-Create Water (x3), Guidance, Resistance, Virtue
  1st-Bane, Bless, Divine Favor, Shield of Faith (persistent cast)
  2nd-Death Knell, Silence, Spiritual Weapon (x2)
  3rd-Animate Dead, Bestow Curse, Inflict Serious Wounds, Magic Vestment
  4th-Discern Lies, Divination, Divine Power (persistent cast)
  5th-Slay Living, True Seeing
  6th-Wind Walk (cast)
During Combat * Persistent Spells: Divine Power, Shield, Shield of Faith; Other, continuing spell effects: mage armor, wind walk
Str 14, Dex 12, Con 15, Int 16, Wis 22, Cha 18
Base Atk +15; CMB +17; CMD 31
Feats Able Learner, Divine Metamagic, Extend Spell, Extra Turning, Lightning Reflexes, Persistent Spell
Skills Bluff +10, Diplomacy +13, Knowledge (arcana) +21, Knowledge (nobility) +12, Knowledge (planes) +21, Knowledge (religion) +21, Linguistics +20, Sense Motive +14, Spellcraft +21
Languages common, auran, undercommon, abyssal.
SQ spells
Gear Unadorned Robes, Signet Ring (non-magical), MW Adamantine Great Sword, Heavy Crossbow, 30 +1 bolts, Ring of Blinking, +4 Amulet of Wisdom, +4 Cloak of Charisma, 2 Night Sticks, Wand of Cure Moderate Wounds (14 charges).

Living Forge

Living Forge
CR 35 XP: 52,428,800
CE Colossal construct (abomination)
Init +0; Senses Perception +1
AC 47, touch 2, flat-footed 47 (-8 size, +45 natural)
HP 787 (75d20); fast healing 30
Fort +25, Ref +25, Will +26
DR 50/epic and adamantine; SR 46
Speed 140 ft.
Melee 2 Claws +112 (8d8+56) Bite +107 (16d6+42)
Space 40 ft., Reach 25 ft.
Special Attacks Breath weapon, improved grab, spell-like abilities, summon iron colossus, swallow whole, triple damage against objects
Spell-Like Abilities (CL 34th) At will – Blade barrier, fireball, fly, heat metal, greater construct energy ward, iron construct, repair critical damage, telekinesis, toughen construct, wall of force, wall of iron; 3/day – Fire storm, Mordenkainen’s disjunction, total repair, true creation
During Combat Living Forges use their breath weapon and spell-like abilities before attempting to eat their foes and melt down their equipment. Living Forges target the foes with the most metallic equipment first.
Str 67, Dex 10, Con -, Int 10, Wis 12, Cha 10
Base Atk +56; CMB +92; CMD 102
SQ Abomination traits, construct traits, forge constructs, rebuke/command constructs, self-improvement
Environment any volcano or underground
Organization: Solitary plus created constructs
Treasure none
Breath Weapon (Su) As a standard action, a Living Forge can breathe forth a 300 foot cone of fire. The fire deals 35d8 damage and gives a reflex save (DC 47) for half damage. After using its breath weapon, a Living Forge must wait 1d4 round before using it again.
Improved Grab (Ex) When a Living Forge hits with a successful bite attack, it can then start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold.
Summon Iron Colossus (Sp) Once a day a Living Forge can summon an Iron Colossus.
Swallow Whole (Ex) A Living Forge can try to swallow a grabbed opponent of Gargantuan or smaller size by making a successful grapple check. The opponent takes 4d6 +17 points of bludgeoning damage and 8d6 points of fire damage per round. It takes two successful grapple checks to escape from a Living Forge's gizzard. Alternatively, a swallowed creature can try to cut its way out with either claws or a light piercing or slashing weapon. A swallowed creature must deal 50 damage to the gizzard (AC 45, DR 50/epic and adamantine), and each creature must cut its own way out. A Living Forge can hold 2 Gargantuan, 8 Huge, 32 Large or 128 Medium or smaller creatures. Constructs that are being forged as treated as swallowed until they are finished, though they do not take damage.
Triple Damage Against Objects (Ex) A Living Forge that makes a full attack against an object or structure deal triple damage.
Forge Constructs (Su) A Living Forge can melt down metal and form it into constructs. A Living Forge only has to supply material (by eating it) and automatically succeeds craft checks to make constructs, but the construct still takes the normal amount of time to create though a Living Forge can act normally while a construct is being forged and forge multiple constructs (see swallow whole). For example, if a Living Forge eats 45,000 pounds of adamantine, it can form an adamantine golem. Since it can only melt down metal, a Living Forge can only create metal constructs (Iron Golem, Mithral Golem, Adamantine Golem, Ironwyrm Golem, Dread Guard, etc.).
Self-Improvement (Su) A Living forge can use 5,000 pounds of metal to give itself 1 extra HD. Once a Living Forge reaches 150 HD, its gizzard can hold 1 Colossal creature.
Rebuke/Command Constructs (Su) A Living Forge can rebuke and command constructs as a 75th level cleric rebukes undead. A Living Forge can control an unlimited number of constructs in this manner.
A Living Forge is made of adamantine, and glows with heat. It has a scorpion-like head and instead of legs, it has a serpentine tail. It has razor-sharp claws and blades jutting out of its elbows and back.
The furnace of a god of the forge given life, Living Forges seek to build construct armies to ravage the material world. They seek to someday destroy their creators and melt down the material plane into an army of constructs.

necodius

Necodius
CR 24                                                                                                                 XP: 1,228,800
CE Huge humanoid (abomination, chaotic, evil, incorporeal)
Init +4; Senses Perception +53
AC 35, touch 35, flat-footed 31 (+23 deflection, +4 Dex, -2 size)
HP 414 (36d8+252); regeneration 30
Fort +31, Ref +28, Will +38
DR 26/epic and silver; Immune Abomination traits, divine immunity; SR 36
Speed 30 ft., fly 200 ft. (perfect)
Space 15 ft.
Special Attacks Bane of the divine, intercession, profane blast, spell-like abilities, summon quells
Spell-Like Abilities (CL 24th) At will - blasphemy, desecrate, dimensional anchor, dispel good, flame strike, harm, soul bind, unhallow, unholy blight; 3/day - Storm of vengeance, trap the soul; 1/day - Wish
During Combat Necodius target deities and divine spellcasters before attacking other foes.
Str -, Dex 18, Con 25, Int 22, Wis 38, Cha 28
Base Atk +36; CMB +38; CMD 75
Feats Ability Focus (Profane Blast), Blinding Speed (x3), Combat Casting, Great Wisdom (x2), Quicken Spell-Like Ability (Flame Strike), Spell Penetration, Tenacious Magic (Unhallow), Thick-Skinned (x3)
Skills Appraise +42, Bluff +48, Diplomacy +48, Intimidate +48, Knowledge (religion, planes, undead) +45, Linguistics +46, Perception +53, Sense Motive +53, Spellcraft +45, Stealth +35
SQ sacrilegious
Environment any
Organization sollitary
Treasure standard
Bane of the Divine (Su) Necodius gain a profane bonus to AC equal to their wisdom bonus.
Intercession (Su) A Necodius can cut divine spellcasters off from their source of power. To do so, the Necodius makes a turning check as if it were a cleric of a level equal to the Necodius' Hit Dice. The result indicates the highest-level divine spellcasters the quell can cut off from their deity. The turning damage result indicates the maximum total Hit Dice of divine spellcasters within 60 feet the ability can affect. Affected spellcasters cannot turn undead or cast divine spells for 1 minute, unless the Necodius has at least twice as many Hit Dice as the spellcaster has levels, in which case the spellcaster cannot turn undead or cast divine spells for 24 hours. Deities can be affected by this ability (even if they are not divine spellcasters) but gain effective turn resistance equal to their divine rank. If the deity is affected, it is reduced to divine rank 0 for 1 minute, or 24 hours if the Necodius has at least twice as many Hit Dice. Quells can use their coupled intercession ability to increase the effective cleric level of the Necodius by 1.
Profane Blast (Su) As a standard action, the Necodius can make a ranged touch attack against any creature within 100 feet. The subject takes 15d6 points of vile damage, 2d6 points of Wisdom drain and (if the target is a deity) permanently reduces the subject's divine rank by 1d4 (if this bring the target's divine rank to less than zero, the target becomes mortal). A successful Will save (DC 39) halves the vile damage and negates the Wisdom drain and divine rank loss.
Summon Quells (Sp) Three times a day, as a standard action, the Necodius can summon 2d10 quells.
Divine Immunity (Su) The Necodius is immune to all divine magic and Salient Divine Abilities.
Regeneration (Ex) The Necodius takes normal damage from holy weapons and weapons forged by a deity.
Sacrilegious (Su) The Necodius may now cause the destruction of any number of holy (or unholy) symbols within 60 ft. of it as a free action. Such symbols may combust, melt, shatter, bend or snap in half, or otherwise be ruined, rendering them useless for turning or rebuking attempts, as spell foci, and so on. If the symbol was magical, it is entitled to a Fortitude save to avoid destruction. The Necodius may employ this ability not just against priest's symbols, but against books, tabards, tapestries, or other objects that bear such an image (often ruining the decorated item in the process). A creature with such an image branded or tattooed onto its skin may suffer if the Necodius employs this ability against them - they take 3d6 points of damage, and 3 point of Constitution damage, as the profane abomination causes the skin beneath the image to crack open and ooze blood. This is exactly like the death knight ability of the same name.
The children of deities, Necodius have been abandoned by their divine parents. Driven by their hatred towards their divine parents, Necodius seek to kill all deities and all who worship them, especially divine spellcasters. Necodius appear as pale skinned, bald, emaciated humanoids. They have a single glowing green eye, and their ribcage is torn open, exposing their black heart.

Teradolor

Teradolor
CR 28 XP: 4,915,200
CE Huge outsider (abomination, chaotic, evil)
Init +6; Senses Perception +49
AC 35, touch 10, flat-footed 33 (-2 size, +25 natural, +2 Dex)
HP 910 (52d12+572); regeneration 40
Fort +45, Ref +36, Will +33
DR 20/epic; Immune Abomination traits; SR 40
Speed 100 ft., fly 280 ft. (poor)
Melee 2 Claws +94 (4d8+44/19-20 plus maiming)
Space 15 ft., Reach 15 ft.
Special Attacks Final strike, maiming, masochism, reopen wounds, sadistic glee, spell-like abilities, summon Shredstorm
Spell-Like Abilities (CL 28th) At will - Blade barrier, destruction, disintegration, harm, symbol of pain; 3/day - Greater ruin, implosion
During Combat Teradolors charge into combat, tearing their foes to pieces with their claws. Against powerful foes, Teradolors first use their spell-like abilities and summon shredstorms to help them.
Str 51, Dex 14, Con 33, Int 10, Wis 8, Cha 24
Base Atk +52; CMB +74; CMD 86
Feats Awesome Blow, Blinding Speed (x4), Cleave, Devastating Critical (Claw), Dire Charge, Great Cleave, Greater Weapon Focus (Claw), Greater Weapon Specialization (Claw), Improved Critical (Claw), Improved Initiative, Improved Power Attack, Overwhelming Critical (Claw), Power Attack, Weapon Focus (Claw), Weapon Specialization (Claw)
Skills Acrobatics +32, Bluff +62, Intimidate +62, Knowledge (planes) +50, Perception +49, Stealth +52
SQ negative energy affinity
Environment any
Organization solitary
Treasure standard
Final Strike (Su) When a Teradolor is killed, it explodes in a 100 ft. radius burst of destructive force. This burst deals 20d6 negative energy damage and 35d6 force damage.
Reopen Wounds (Su) As a free action, a Teradolor can reopen any wounds that the opponent it targets has been healed within the last hour.
Maiming (Su) All of a Teradolor's natural weapons, and any weapon it holds, is treated as a maiming weapon (see this thread).
Masochism (Sp) All Teradolors are constantly under the effect of a masochism spell.
Sadistic Glee (Su) Whenever a Teradolor deals 50 damage or 5 ability damage to any opponent, it gains a +10 bonus to damage for the rest of the battle. If a Teradolor kills a creature, it automatically gain the effects of death knell. Soul Bind is automatically used on creatures that are killed by a Teradolor. All trapped souls are bound in the Teradolor. If the Teradolor currently has temporary hit points from death knell equal to its current hit dice times 20, it permanently gains 1 HD.
Summon Shredstorm (Sp) Three times per day, a Teradolor can summon 4d6 Shredstorms.
Regeneration (Ex) A Teradolor's regeneration is bypassed by positive energy and holy weapons.
Negative Energy Affinity (Su) A Teradolor is harmed by positive energy and healed by negative energy, as if it was undead.
Born of pain and suffering, Teradolors inflict pain on mortals and deities alike with sadistic glee. They seek to cause as much pain as possible, to themselves and to others. Teradolors appear as a vaguely humanoid creature covered in razor-sharp spiked chains. Like a giant form of kytons, they have silver skin and a draconic head and wings. They have claws that are as sharp as knifes and eyes that constantly bleed black blood (though this does not block their sight).

2 more inevitiables

Inevitable, Harut
CR 21 XP: 409,600
LN 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: 153,600
LE 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.

Forge Elder

Forge Elder
CR 36 XP: 78,643,200
LN Colossal outsider (extraplanar, Incorporeal, Lawful)
Init +12; Senses Darkvision 120 ft.; Perception +55
AC 29, touch 19, flat-footed 21 (-8 size, +9 deflection, +10 natural, +8 Dex)
HP 581 (42d20+140); fast healing 25
Fort +23, Ref +35, Will +37
DR 50/chaotic; Immune fire, cold; SR 50; Resist acid 15, sonic 15
Speed 30 ft., fly 80 ft. (perfect)
Melee 2 penetrating rays +42 ranged touch (6d6+8 cold and wounding, 17-20/x2 +1d6) or 4 stabs +42 melee touch (3d8+8 force and 3d8 electric, 17-20/x2)
Space 45 ft., Reach 20 ft.
Special Attacks Penetrating ray, isolation, overwhelming law, analyze, frightful presence, turn planar creature, internal assault
Spell-Like Abilities (CL 25th) At will - analyze dweomer, circle of death, crushing despair, dictum, dimension door, dimensional anchor, dismissal, ethereal jaunt, greater dispelling, greater invisibility, hold monster, magic circle against chaos, order's wrath, Otiluke's telekinetic sphere, planar ally, plane shift, Quickened scintillating pattern, true seeing. 3/day - chain lightning, dominate monster, energy drain, forcecage, greater planar ally, polar ray, power word blind, power word stun, shield of law. 1/day - heal, implosion, imprisonment, gate (lawful only), power word kill, Mordenkainen's disjunction
During Combat Forge elders almost never enter combat. They understand that their destruction sends shockwaves through the forces of order, and so rarely deem the risk worth it. Forge elders only join combat to protect a crèche-forge, or banish a powerful chaotic creature that has entered Mechanus.
In combat, a forge elder will trap less threatening opponents in telekinetic spheres and more threatening ones in force cages, imprisonment or isolation. The most dangerous ones are subjected to its overwhelming law attack and seared by penetrating rays. Worst-case creatures are subjected to the forge elder's analyze attack.
Str -, Dex 27, Con -, Int 38, Wis 31, Cha 29
Base Atk +42; CMB +50; CMD 77
Feats Combat Reflexes, Distant Shot, Epic Prowess (x2), Epic Reflexes, Epic Toughness (x2), Epic Will, Exceptional Deflection, Flyby Attack, Improved Combat Reflexes, Improved Critical (Stab, Penetrating Ray), Improved Flyby Attack, Improved Initiative, Infinite Deflection, Overwhelming Critical (Penetrating Ray), Planar Turning, Quicken Spell-Like Ability (Scintiallating Pattern), Spell Stowaway (Greater Invisibility, Heal)
Skills Appraise +59, Bluff +54, Diplomacy +54, Disable Device +59, Escape Artist +53, Intimidate +54, Knowledge (arcana, history, religion, planes) +59, Knowledge (gather infomation) +54, Linguistics +45, Perception +55, Sense Motive +55, Sleight of Hand +53, Spellcraft +59, Use Magic Device +54
SQ Outsider traits, construct traits, artificial, contact order, summon inevitable, spell-like abilities
Environment Clockwork Nirvana of Mechanus
Organization Solitary, expedition (1 plus 2-4 galadiuts), occupation (1 plus 1 kolyarut, 2-6 zelekhuts and 10-20 pardivuts) or hub (3 plus 20-50 exapiruts)
Treasure none
Penetrating Ray (Su) The forge elder emits rays of pure cold logic that deal cold piercing damage. On a successful hit, the damage dealt cannot be healed except with a heal, mass heal or wish spell.
Isolation (Su) On hitting a creature with all four stab attacks, the forge elder may isolate the creature within a maze of icy logic. This works as the spell forcecage cast by a 20th level wizard, except that it also deals 4d8 cold damage each round. A freedom, freedom of movement, disintegrate or greater dispel magic ruptures the isolation.
Overwhelming Law (Su) A creature hit by all four stab attacks must make a Will save (DC 41) or die from having its mind crushed.
Analyze (Su) The forge elder may increase the power of a single stab attack once per round. If the powered stab hits, it deals 2d6 temporary Str, Dex or Con drain (at the forge elder's discretion.) A creature reduced to an ability score of 0 in this way vanishes completely, trapped as though by an imprisonment spell. Only a wish, limited wish, greater restoration or restoration spell can bring back a completely analyzed creature.
Frightful Presence (Ex) Range 30 ft., duration 5d6 rounds, DC 40.
Turn Planar Creature (Su) A forge elder can turn or destroy chaotic creatures with the extraplanar subtype as a 20th level cleric turns or destroys undead.
Internal Assault (Ex) A forge elder can make ranged attacks targeting creatures in squares that it occupies. The forge elder can only make melee attacks in squares that it occupies.
Contact Order (Su) Three times per day, the forge elder can dominate a lawful creature within 400 ft. This is as the spell dominate monster; the save DC is 33.
Summon Inevitable (Su) Once per day a forge elder may summon one galadiut, satut, varakhut, quarut or samsarut, two maruts, four kolyaruts, zelekhuts, alxialuts or pardivuts. If the forge elder attempts to summon an anhydrut, both are immediately and irrevocably destroyed.
The heritors of the lost aphanacts, forge elders are prime movers of law, supreme directors of the crèche-forges and the inevitables. Rumor has it that only nine of these beings exist.
A forge elder is an artificial soul designed to echo the angelic shape of the aphanacts. A human-sized nimbus of pure light demarcates the core of the forge elder; it has humanoid shape, and from its hands spring rays of perfect cold logic. Giant wings shaped from prismatic lines of light spring from the forge elder's shoulders, making up the greater portion of its size. The colors flicker and change, but the lines themselves are always either parallel or perpendicular to the gravitic plane. The forge elder has no discernible facial features and cannot be touched.

Inexorables

Inexorable, Ramitra
CR 9 XP: 6,400
LN 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: 38,400
N 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.

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.