Remade Petitioner
Adorned in dense black script over milky-white skin, each line and curve on this humanoid’s body seems to hold hidden meaning.
Petitioners are the souls of mortals brought to the Outer Planes after death in order to experience their ultimate punishment, reward, or fate. A petitioner retains fragments of its memories from life, and its appearance depends not only upon the shape it held in life but also upon the nature of the Outer Plane to which it has come.
Utopia, a realm of order and logic, is home to The Remade. Their bodies, while reminiscent of their mortal form, are canvases of dense black script over pristine white skin. Each line, each curve, holds riddles and wisdom. Those exceptional souls who decipher their own inscribed enigmas have a unique destiny awaiting them: the chance to be reborn in an axiomite forge as a logical inevitable.
Human petitioner (Remade)
LN Medium ()
Init +0; Senses 60 ft., Perception +5
DEFENSE
AC 10, touch 10, flat-footed 10
hp 16 (2d10+5)
Fort +4, Ref +3, Will +0
hostile transmutations, mind-affecting effects
OFFENSE
Speed 30 ft.
Melee slam +2 (1d4)
STATISTICS
Str 11, Dex 10, Con 13, Int 12, Wis 11, Cha 10
Base Atk +2; +2; CMD 12
Feats Toughness
Skills Craft (any two) +6, Knowledge (planes) +6, Knowledge (any one other) +6, Perception +5, Sense Motive +5, Stealth +5
Languages Common
ECOLOGY
Environment Axis
Organization solitary, pair, group (3–12), or army (13 or more)
Treasure none
Arbiter
A sphere of bronze and copper set with a single eye, this winged creature has two clawed hands, one of which clutches a knife.
Stealthy, observant, and frequently persuasive, arbiter inevitables are the scouts and diplomats of the inevitable race. Found throughout the multiverse in courts and on battlefields, arbiters keep a close eye on the forces of chaos and do their best to keep the lawful from straying, while simultaneously winning over the hearts and minds of those who might yet be saved. Though their assorted abilities make them extremely useful, arbiters see themselves less as servants than as advisers and counselors, preferring to ride around on their summoners’ shoulders and help guide their “partners” on the path of law. They detest being summoned by chaotic individuals, and when teamed with such a creature, they aren’t above using Diplomacy to try to influence the summoner’s friends or refusing to undertake actions that seem contrary to their programming. An arbiter who comes across evidence of a significant insurgence of chaos upon a given plane does everything in its power to rally its allies against the dangerous instability, and in situations that are clearly beyond its ability to handle, it may refuse to continue onward until the group agrees to help it reach the nearest greater inevitable and make a full report, or else may travel to Utopia itself and present its urgent information in person. Arbiters typically bear the shapes of tiny clockwork spheres with shiny metal wings. Generally peaceful unless combating true creatures of chaos, arbiters prefer to cast protection from chaos on their allies and use command to make opponents drop their weapons and run. Their most powerful weapon, the ability to release their internal energy as a deadly burst, is reserved for dire need and battles of the utmost service to law, as the resulting period of darkness while they’re powered down is the only thing that seems to truly scare the tiny automatons. An arbiter inevitable can serve a spellcaster as a familiar. Such a spellcaster must be lawful neutral, must be at least caster level 7th, and must have the Improved Familiar feat. Arbiter inevitables measure 1 foot in diameter but are surprisingly heavy, weighing 60 pounds. Their ability to fly on metal wings is as much a supernatural ability as a physical one.
LN Tiny (, inevitable, )
Init +3; Senses 60 ft., detect chaos, ; Perception +5
DEFENSE
AC 16, touch 15, flat-footed 13 (+3 Dex, +1 natural, +2 size)
hp 15 (2d10+4); 2 (chaotic)
Fort +5, Ref +3, Will +3
Defensive Abilities constant vigilance, constructed; 13
OFFENSE
Speed 20 ft., 50 ft. (average)
Melee short sword +7 (1d3/19–20)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks electrical burst
(CL 2nd; concentration +4)
Constant—detect chaos
3/day—command (DC 13), make whole, protection from chaos
1/week—commune (CL 12th, 6 questions)
STATISTICS
Str 11, Dex 16, Con 14, Int 11, Wis 11, Cha 14
Base Atk +2; +3; CMD 13
Feats Flyby Attack, Weapon Finesse
Skills Diplomacy +7, Fly +12, Knowledge (planes) +5, Perception +5, Sense Motive +5, Stealth +16
Languages
SQ locate inevitable
ECOLOGY
Environment any
Organization solitary, pair, or flock (3–14)
Treasure none
SPECIAL ABILITIES
Constant Vigilance (Su) An arbiter gains a +4 bonus to recognize and disbelieve illusions created by creatures with the chaotic subtype or possessing the chaotic descriptor.
Constructed (Ex) Although inevitables are living outsiders, their bodies are constructed of physical components, and in many ways they function as constructs. For the purposes of effects targeting creatures by type (such as a ranger’s favored enemy and bane weapons), inevitables count as both outsiders and constructs. They are immune to death effects, disease, mind-affecting effects, necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Inevitables are not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. They are not at risk of death from massive damage. They have bonus hit points as Constructs of their size.
Electrical Burst (Ex) An arbiter can release electrical energy from its body in a 10-foot-radius burst that deals 3d6 electricity damage (DC 13 Reflex half). Immediately following such a burst, the arbiter becomes stunned for 24 hours. The save DC is Constitution-based.
Locate Inevitable (Su) An arbiter can always sense the direction of the nearest non-arbiter inevitable on the plane, the better to help it report back to its superiors. It cannot sense the range to this inevitable.
Axiomite
As this lithe humanoid moves, its flesh shimmers and wavers, temporarily breaking apart into motes of shimmering light.
Stewards of ancient, colossal cities on lawful planes, axiomites represent the fundamental search for order. According to their own history, the first axiomites sprang from the raw mathematical underpinnings of the cosmos long before the first gods began to stir—they are personifications of a primordial reality made flesh in an attempt to understand itself. New axiomites are formed from souls much like celestials or fiends, with spirits drawn across the planes to one of the axiomites’ humming crystal monoliths, emerging later as purified creatures of law and theory. A particular axiomite may look like any humanoid-shaped creature, though the particular form does not affect its abilities in any way. Beneath this form, all axiomites are the same—clouds of glowing, crystalline dust that constantly swirl and congeal into complex tangles of symbols and equations, making them literally creatures of pure mathematical law. Axiomite society is broken into three divisions, each with its own duty and purpose. One devotes itself to the construction and maintenance of inevitables, another to the expansion and construction of their capital city, and the third to continuing the exploration and calculation of the laws and constants that underlie all of reality. Their leader is a gestalt mind formed by the greatest individuals of their race, forming when needed and then dispersing into its component axiomites to put the god-mind’s plans into action.
LN Medium (, )
Init +8; Senses 60 ft.; Perception +18
DEFENSE
AC 21, touch 15, flat-footed 16 (+4 Dex, +1 dodge, +6 natural)
hp 85 (10d10+30); 5 (chaotic or magic)
Fort +6, Ref +11, Will +14
10/chaotic; disease, electricity, mind-affecting effects; cold 10, fire 10; 19
OFFENSE
Speed 30 ft., 30 ft. (good)
Melee +1 longsword +16/+11 (1d8+7/19–20)
(CL 9th; concentration +14)
3/day—dispel chaos, haste, hold monster (DC 20), lightning bolt (DC 18), empowered order’s wrath (DC 19), telekinesis (DC 20), true strike
1/day—summon inevitable (level 6, 1 zelekhut, see below), true seeing
STATISTICS
Str 21, Dex 19, Con 16, Int 21, Wis 20, Cha 20
Base Atk +10; +15; CMD 30
Feats Dodge, Empower Spell-Like Ability (order’s wrath), Improved Initiative, Iron Will, Mobility
Skills Craft (any one) +18, Diplomacy +18, Fly +8, Knowledge (any three) +15, Knowledge (planes) +18, Perception +18, Sense Motive +18, Spellcraft +18, Stealth +17, Survival +18
Languages Abyssal, Celestial, Common, Draconic, Infernal
SQ crystalline dust form
ECOLOGY
Environment any (lawful plane)
Organization solitary, pair, or team (3–12)
Treasure standard (+1 longsword, other treasure)
SPECIAL ABILITIES
Crystalline Dust Form (Su) An axiomite can shift between its solid body and one made of golden, crystalline dust as a free action once per round. In dust form, the axiomite looks like a shifting mass of glowing mathematical symbols and equations. In this form it can fly and gains the incorporeal quality; it can use spell-like abilities but cannot make physical attacks. In its solid form, an axiomite cannot fly. Both shapes are the axiomite’s true form, and it does not revert to a different form if killed. A true seeing spell reveals both forms simultaneously.
Summon Inevitable (Sp) Once per day, four axiomites may join hands to summon a single zelekhut inevitable as a full-round action.
Zelekhut
This creature looks like a mechanical centaur. Golden, clockwork wings sprout from its back, and its arms end in barbed chains.
Zelekhuts are bounty hunters and executioners all rolled into one. They seek out those beings who continually evade justice—either through active flight, or through power and station—and bring law and justice to the multiverse’s most notorious fugitives and criminals. Ironically, while zelekhuts are implacable and unrelenting in their duty, they have little interest in passing judgment of their own, a fact that often confuses other races. Rather, a zelekhut is content to enforce the laws of any given society, and while it might hunt a condemned serial killer or notorious thief across half a dozen planes, it will not shift a single hoof to capture a corrupt ruler whose offenses are 10 times worse, so long as the atrocities are within her technical rights as ruler. All zelekhuts understand that laws can and must differ from place to place, and it is not the zelekhut’s job to moralize, merely to track down those who seek to flee their punishment.
LN Large (, inevitable, )
Init +9; Senses 60 ft., , true seeing; Perception +20
DEFENSE
AC 24, touch 15, flat-footed 18 (+5 Dex, +1 dodge, +9 natural, –1 size)
hp 115 (10d10+60); 5 (chaotic)
Fort +10, Ref +8, Will +10
Defensive Abilities constructed; 10/chaotic; 20
OFFENSE
Speed 50 ft., 60 ft. (average)
Melee 2 chains +17 (2d6+7 plus 1d6 electricity and trip)
Space 10 ft.; Reach 10 ft.
(CL 10th; concentration +13)
Constant—true seeing
At will—clairaudience/clairvoyance, dimensional anchor, dispel magic, fear (DC 17), hold person (DC 16), locate creature
3/day—hold monster (DC 18), mark of justice
1/week—lesser geas (DC 17)
STATISTICS
Str 25, Dex 20, Con 16, Int 10, Wis 17, Cha 17
Base Atk +10; +18; CMD 34 (38 vs. trip)
Feats Dodge, Improved Initiative, Mobility, Weapon Focus (chain), Vital Strike
Skills Acrobatics +18 (+26 jump), Diplomacy +16, Fly +16, Perception +20, Sense Motive +20, Survival +16
Racial Modifiers +4 Perception, +4 Sense Motive
Languages
SQ chains
ECOLOGY
Environment any land (lawful plane)
Organization solitary
Treasure none
SPECIAL ABILITIES
Chains (Ex) A zelekhut’s arms end in long lengths of barbed metal. These chains deal slashing damage and 1d6 points of electricity damage with each hit.
Constructed (Ex) Although inevitables are living outsiders, their bodies are constructed of physical components, and in many ways they function as constructs. For the purposes of effects targeting creatures by type (such as a ranger’s favored enemy and bane weapons), inevitables count as both outsiders and constructs. They are immune to death effects, disease, mind-affecting effects, necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Inevitables are not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. They are not at risk of death from massive damage. They have bonus hit points as Constructs of their size.
Kolyarut
Beneath its cloak, this man-shaped creature appears to be part statue and part metallic machine.
Kolyaruts are enforcers of bargains, traveling to the very edges of the planes in order to punish oath-breakers and see that contracts are kept. They care little for the terms of the agreements in question, only that promises are fulfilled, debts are paid, and balance is maintained. Least conspicuous of the inevitables, even in their natural form, kolyaruts are the size of tall humans, though they weigh far more because of their composition. Capable of using both invisibility and disguise self to pass completely unnoticed through humanoid lands, kolyaruts most frequently appear as cloaked warriors bearing finely crafted bastard swords, allowing others to chalk up any metallic noises to the clanking of hidden armor until the moment when they pull back their hoods and let their quarries look upon their mechanical faces, understanding only too late the nature of the mysterious strangers. Perhaps because their missions can be the murkiest and most open to interpretation, kolyaruts are by far the most talkative of the inevitables, naturally possessing a courtly grace and an encyclopedic knowledge of social customs, which they use both to assist them in gathering information on their targets and in issuing challenges (or executing dignified sentences) on the battlefield. Though naturally as solitary as their kindred, kolyaruts are occasionally content to let members of other races tag along and assist them in achieving shared goals, though they have little problem abandoning or even exploiting these “comrades” if it brings them closer to fulfilling their mission.
LN Medium (, inevitable, )
Init +8; Senses 60 ft., ; Perception +22
DEFENSE
AC 26, touch 14, flat-footed 22 (+4 Dex, +12 natural)
hp 158 (12d10+92); 5 (chaotic)
Fort +14, Ref +10, Will +11
Defensive Abilities constructed; 10/chaotic; 23
OFFENSE
Speed 30 ft.
Melee +2 bastard sword +20/+15/+10 (1d10+8/19–20), slam +13 (2d6+3) or 2 slams +18 (2d6+6)
(CL 12th; concentration +15)
At will—discern lies (DC 17), disguise self, enervation, fear (DC 17), hold person (DC 16), invisibility (self only), locate creature, suggestion (DC 16), vampiric touch
3/day—hold monster (DC 18), mark of justice, quickened suggestion (DC 16)
1/week—geas/quest
STATISTICS
Str 22, Dex 19, Con 23, Int 10, Wis 17, Cha 16
Base Atk +12; +18; CMD 32
Feats Alertness, Combat Casting, Combat Reflexes, Improved Initiative, Lightning Reflexes, Quicken Spell Like Ability (suggestion)
Skills Diplomacy +22, Disguise +22, Knowledge (planes) +15, Perception +22, Sense Motive +22, Survival +18
Racial Modifiers +4 Diplomacy, +4 Disguise
Languages
ECOLOGY
Environment any
Organization solitary, pair, or inquisition (3–6)
Treasure standard (+2 bastard sword, other treasure)
SPECIAL ABILITIES
Constructed (Ex) Although inevitables are living outsiders, their bodies are constructed of physical components, and in many ways they function as constructs. For the purposes of effects targeting creatures by type (such as a ranger’s favored enemy and bane weapons), inevitables count as both outsiders and constructs. They are immune to death effects, disease, mind-affecting effects, necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Inevitables are not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. They are not at risk of death from massive damage. They have bonus hit points as Constructs of their size.
Marut
This humanoid is mostly hidden behind plates of elaborate golden armor, the spaces in between revealing flesh of black stone.
Behemoths of onyx and golden armor, maruts shake the ground when they walk, each thunderous step ringing a death knell for those they’ve come to take. Rarely seeming to hurry, a marut’s onslaught is deliberate, purposeful, and relentless. Its quarry may impede it or flee, running for decades or centuries, but from the initial meeting onward, the target must always look over its shoulder with the knowledge that, like death itself, the marut is ever at its heels, slowly but surely approaching, bringing balance through inevitable oblivion. Maruts primarily target those mortal souls who have artificially extended their lifespans beyond what is feasible for their race, such as liches and other powerful magic users. Extraordinary but natural means of cheating death are sometimes also punished, such as the magistrate who murders an entire starving town to save himself, or those who foresee their own deaths via divination magic and are therefore able to avoid them. Although they are capable of speaking eloquently in any language, and frequently gather vast amounts of information from those who are intimidated by their mere presence, maruts rarely engage in conversation or strategic alliances with mortals. Even on the battlefield, the juggernauts prefer to remain silent, knowing that their targets are already aware of their own transgressions and that all mortals secretly harbor dreams of immortality.
LN Large (, inevitable, )
Init +3; Senses 60 ft., , true seeing; Perception +26
DEFENSE
AC 30, touch 13, flat-footed 26 (+3 Dex, +1 dodge, +17 natural, –1 size)
hp 214 (16d10+126); 10 (chaotic)
Fort +16, Ref +8, Will +13
Defensive Abilities constructed; 15/chaotic; 26
OFFENSE
Speed 30 ft.
Melee 2 slams +27 (2d6+12 plus 3d6 electricity or sonic and blindness or deafness)
Space 10 ft.; Reach 10 ft.
Special Attacks fists of lightning and thunder
(CL 16th; concentration +23)
Constant—air walk, true seeing
At will—dimension door, fear (DC 21), greater command (DC 22), greater dispel magic, mass inflict light wounds (DC 22), locate creature
1/day—chain lightning (DC 23), circle of death (DC 23), mark of justice, wall of force
1/week—earthquake (DC 25), geas/quest, plane shift (DC 22)
STATISTICS
Str 35, Dex 16, Con 23, Int 12, Wis 17, Cha 24
Base Atk +16; +29; CMD 43
Feats Ability Focus (fists of lightning and thunder), Awesome Blow, Combat Casting, Dodge, Improved Bull Rush, Improved Vital Strike, Power Attack, Vital Strike
Skills Diplomacy +26, Intimidate +26, Knowledge (planes) +20, Knowledge (religion) +20, Perception +26, Sense Motive +22, Survival +22
Racial Modifiers +4 Perception
Languages
ECOLOGY
Environment any
Organization solitary, pair, or patrol (3–5)
Treasure none
SPECIAL ABILITIES
Constructed (Ex) Although inevitables are living outsiders, their bodies are constructed of physical components, and in many ways they function as constructs. For the purposes of effects targeting creatures by type (such as a ranger’s favored enemy and bane weapons), inevitables count as both outsiders and constructs. They are immune to death effects, disease, mind-affecting effects, necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Inevitables are not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. They are not at risk of death from massive damage. They have bonus hit points as Constructs of their size.
Fists of Lightning and Thunder (Su) A marut’s fists strike with the power of a thunderstorm. For any given slam attack, a marut can choose whether that attack uses lightning or thunder. A lightning attack deals an additional 3d6 points of electricity damage, and the resulting flash blinds the target for 2d6 rounds (Fortitude DC 26 negates the blindness). A thunder attack deals an additional 3d6 points of sonic damage, and the resulting thunderclap deafens the target for 2d6 rounds (Fortitude DC 26 negates the deafness). The save DCs are Constitution-based.
Lhaksharut
This six-armed creature appears to be made of stone. Its lower torso is a collection of whirring rings of metal.
A typical lhaksharut is a six-armed construct that appears to be made of a mix of metals and stone. Where a human would have legs, it instead possesses a complex orb of spinning rings similar in shape to an orrery—it is this whirling machine that grants the lhaksharut the ability to fly. Though a lhaksharut has huge, metal wings, they serve as little more than stabilizers when it’s in flight. Four of the construct’s arms end in functional hands that it normally uses to carry a mix of weapons. The lhaksharut’s lower two arms hold large, flaming metal spheres in their hands—it uses these spheres to generate elemental bolts of energy that it can hurl great distances to damage foes. Lhaksharuts are tasked with maintaining the separation between different planes of reality, especially the elemental planes. They do not concern themselves with petty trespasses by visitors from one plane to another, nor even the occasional creation of a pocket plane or hijacking of a chunk of one reality to serve as a base within another. What does trouble a lhaksharut is anything that represents a permanent link between planes, or an effort by the denizens of one plane to invade and conquer another. They often find themselves in conflict with the machinations of powerful outsiders who seek to create beachheads on other planes to serve as launching pads for massive incursions. When possible, a lhaksharut enforces the separation of planes through the simple expedient of smashing any device that creates a dangerous breach, or killing any creature that seems determined to mix or blend realities. The inevitable does not care why such infractions occur, and is often deaf to any excuse suggesting even a temporary linking of planes is a good idea. However, while singled-mined, a lhaksharut is not mindless or incapable of reason. They are emotionless, but can be negotiated with if a problem cannot be solved by smashing and killing violators. Rarely, a lhaksharut can even be convinced that maintaining a planar link is important enough to let the gate stand, if only temporarily. In such cases, the lhaksharut always volunteers to guard the portal until the time comes to shut it down. These arrangements must include a detailed explanation on how a desired course of action will directly lead to meeting the lhaksharut’s goal. Only when facing the most overwhelmingly powerful foe does a lhaksharut agree to assist in a task not related to its primary function, and then only to win allies to help it achieve success in an area where the lhaksharut has already met with failure. Even if convinced to undertake such an alliance, a lhaksharut is likely to insist its mission be accomplished first. A creature of pure order, a lhaksharut is incapable of defaulting on a promise made in good faith, but it is aware that not all creatures are so bound. If for some reason the needs of its allies must be put first, a lhaksharut insists on guarantees that its allies will meet their commitments to it once they have what they want. In combat, a lhaksharut uses its speed and mobility to get close to targets. A lhaksharut sees groups as imperfect machines, and knows that the best way to overcome them is to disrupt their smooth functioning. While creatures able to directly harm the inevitable are dealt with if necessary, it much prefers to first eliminate healers, scouts, and shield-bearers before tackling powerful fighters or spellcasters. A lhaksharut cannot be taunted or baited into changing its course of action—it is completely emotionless and only cares about the efficiency of its battle plan. It also fights without care for its own survival, trusting that either its regeneration will restore it to life, or a new inevitable will be created to replace it. When unaware of a threat to the sanctity of the division of the planes, and not threatened, a lhaksharut can be a surprisingly good conversationalist. They are as likely to be found floating through a void as maintaining any kind of stronghold. Lhaksharuts are aware that the domains they wish to patrol are too vast to be directly viewed with any efficiency. Some lhaksharuts thus forge networks of informants who can patrol the many planes, and send word to the inevitable to alert it of any apparent breaches. The constructs have no other need for the treasure that they gather from transgressors, and sometimes even pay for tips that might lead to a planar infraction. Anyone who might prove to be a valuable informant is treated with respect, and may even be able to gain insights into the planes from the lhaksharut’s vast knowledge on the subject, as long as questions never wander into the dangerous territory of combining two planes.
LN Huge (, inevitable, )
Init +5; Senses 60 ft., detect chaos, detect magic, , true seeing; Perception +34
Aura shield of law (DC 23)
DEFENSE
AC 36, touch 18, flat-footed 35 (+4 deflection, +1 Dex, +5 insight, +18 natural, –2 size)
hp 337 (22d10+216); 10 (chaotic)
Fort +25, Ref +12, Will +22
Defensive Abilities constructed; 15/chaotic; energy spells; 31
OFFENSE
Speed 60 ft. (perfect)
Melee +2 wounding spear +32/+27/+22/+17 (3d6+17/×3 plus 1 bleed), +2 wounding longsword +32 (3d6+12/19–20 plus 1 bleed), +2 wounding morningstar +32 (3d6+12 plus 1 bleed) or 4 slams +30 (2d8+10)
Ranged 2 energy bolts +21 (10d6 energy)
Space 15 ft.; Reach 15 ft.
Special Attacks cunning reflexes, multiweapon mastery, wounding weapons
(CL 22th; concentration +27)
Constant—detect chaos, detect magic, shield of law (DC 23), true seeing
At will—dispel magic, greater teleport (self plus 50 lbs. of objects only), sending
3/day—dictum (DC 22), dimensional anchor (DC 19), dimensional lock (DC 23), disintegrate (DC 21), dismissal (DC 20), greater scrying (DC 22), plane shift (DC 20), wall of force
1/day—imprisonment (DC 24)
STATISTICS
Str 31, Dex 13, Con 26, Int 14, Wis 21, Cha 20
Base Atk +22; +34; CMD 50 (can’t be tripped)
Feats Blind-Fight, Combat Expertise, Combat Reflexes, Greater Bull Rush, Greater Vital Strike, Improved Bull Rush, Improved Disarm, Improved Initiative, Improved Vital Strike, Power Attack, Vital Strike
Skills Fly +30, Intimidate +30, Knowledge (arcana) +24, Knowledge (geography) +24, Knowledge (planes) +27, Perception +34, Sense Motive +30, Spellcraft +24
Racial Modifiers +4 Perception
Languages
SQ perfect prediction
ECOLOGY
Environment any
Organization solitary
Treasure double (+2 longsword, +2 spear, +2 morningstar, other treasure)
SPECIAL ABILITIES
Constructed (Ex) Although inevitables are living outsiders, their bodies are constructed of physical components, and in many ways they function as constructs. For the purposes of effects targeting creatures by type (such as a ranger’s favored enemy and bane weapons), inevitables count as both outsiders and constructs. They are immune to death effects, disease, mind-affecting effects, necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Inevitables are not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. They are not at risk of death from massive damage. They have bonus hit points as Constructs of their size.
Cunning Reflexes (Ex) A lhaksharut uses its Wisdom modifier, rather than its Dexterity modifier, to determine how many additional attacks of opportunity it gains with the Combat Reflexes feat. For most lhaksharut inevitables, this benefit equates to 5 additional attacks of opportunity per round.
Energy Bolt (Su) A lhaksharut can fire bolts of elemental energy from two of its six arms—it never wields weapons in these hands. These attacks have a range increment of 100 feet and deal 10d6 energy damage of the inevitable’s choice (acid, cold, electricity, or fire, chosen for each bolt as it is thrown). It can throw two bolts of energy as a standard action, and cannot attack with these hands when it makes weapon or slam attacks with its other limbs.
Immunity to Energy Spells (Ex) A lhaksharut is immune to any spell or spell-like ability with the acid, cold, electricity, fire, or sonic descriptor that allows spell resistance.
Multiweapon Mastery (Ex) A lhaksharut never takes penalties on its attack rolls when fighting with multiple weapons.
Perfect Prediction (Su) A lhaksharut gains an insight bonus to AC equal to its Wisdom bonus.
Wounding Weapons (Su) Any weapon wielded by a lhaksharut gains the wounding weapon quality as long as it remains in the creature’s grasp.
Apkallu
This muscular humanoid possesses a hawk’s head and large, bird-like wings. It is dressed in robes crafted from opalescent scales.
Apkallus are a race of psychic, oracular outsiders from Utopia, creatures of fundamental law tasked by their divine creators with the protection and guidance of lawful mortal civilizations. They are enemies of the chaotic, of those who oppose just rulership and the development of culture, laws, lore, or technology, and of those who otherwise seek to tear down the progress of mortal communities. To this end, apkallus often travel to different worlds throughout the Material Plane, guiding the rulers toward lawful religions, promoting the value of crafts and the arts, and aiding in the development of fundamental discoveries such as writing, architecture, and agriculture. Rather than simply teaching mortals such knowledge, apkallus prefer to act as advisors, nudging those who would develop key techniques toward important discoveries, ensuring that the civilizations within their care don’t come to rely on their instruction. Apkallus can communicate with any intelligent creature by using telepathy or mindlink. They are particularly fond of using shared mindscapes to grant inspiring visions of possible futures to their charges, modeling an array of potential developments in an immersive medium that transcends dry theory and exposition. Apkallus are also archivists and preservationists, carefully recording the key historical documents that describe the progress of mortal societies so that knowledge and progress can be restored following natural disasters or periods of war or barbarism. They take great care to ensure that their extradimensional archives remain well-protected, understanding that certain information, or even knowledge of the existence of that information, can undermine a civilization’s progress and self-reliance. Whenever possible, apkallus ensure that the material collected in their personal archives is transferred to the grand library vaults within Utopia. Here, they and their allies can analyze the information collected across myriad cultures and devise strategies for advancing the cause of law and order throughout the Material Plane. Apkallus appear as large, muscular humanoids with the feathered heads of raptors, and with powerful, hawk-like wings. They dress in surplices of fish scales, which glitter with a milky iridescence that casts shimmering rainbows across their forms, and they typically carry magical bronze spears. They can also adopt two alternate forms—one human, and one merfolk—in which they move through terrestrial and aquatic settlements and cities, respectively. While apkallus are peaceful by nature, they are nevertheless capable of defending themselves and others with powerful magic, especially in defense of Utopia or mortal cities under their protection.
LN Large (, , mythic, water)
Init +21/+1M, ; Senses 60 ft., detect chaos, , , true seeing; Perception +38
Aura mythic presence (30 ft., DC 30)
DEFENSE
AC 44, touch 17, flat-footed 36 (+7 armor, +8 Dex, +20 natural, −1 size)
hp 469 (23d10+343); 15 (chaotic spells and effects)
Fort +24, Ref +17, Will +21; second save
Defensive Abilities freedom of movement, scale surplice; 20/chaotic and epic; daze, disease, electricity, petrification, poison; cold 20; 39
OFFENSE
Speed 40 ft., 80 ft. (average), 40 ft.
Melee +2 axiomatic keen potent bronze spear +34/+29/+24/+19 (2d6+17/19–20/×3), bite +24 (1d8+5 plus mark of restraint)
Space 10 ft.; Reach 10 ft.
Special Attacks (9/day, +1d10), paralyzing
(CL 19th; concentration +28)
24 PE—detect mindscape (2 PE, DC 21), divide mind (9 PE), enshroud thoughts (2 PE), greater create mindscape (6 PE, DC 25), hypercognition (2 PE), intellect fortress III (6 PE), mind probe (4 PE, DC 23), mindlink (1 PE), mindscape door (3 PE, DC 22), psychic asylum (5 PE), psychic reading (1 PE), thought shield V (6 PE), tower of iron will V (9 PE)
(CL 19th; concentration +28)
Constant—detect chaos, freedom of movement, true seeing
At will—control water, greater teleport (self plus 50 lbs. of objects only), major creation, order’s wrathM (DC 23), plane shift (DC 24)
3/day—quickened order’s wrathM (DC 23)
1/day—commune
Oracle Spells Known (CL 19th; concentration +28)
9th (5/day)—miracle, overwhelming presence (DC 28)
8th (7/day)—dimensional lockM, mass cure critical wounds (DC 27), shield of law
7th (7/day)—destruction (DC 26), dictumM, repulsion (DC 26)
6th (7/day)—geas/quest, greater dispel magic, healM
5th (8/day)—greater command (DC 24), greater forbid action (DC 24), mass cure light wounds (DC 24), wall of stone
4th (8/day)—dimensional anchor, divination, restoration, sendingM
3rd (8/day)—create food and water, invisibility purge, speak with dead (DC 22), wind wall
2nd (8/day)—calm emotions (DC 21), hold person (DC 21), silence (DC 21), sound burst (DC 21), zone of truth (DC 21)
1st (9/day)—comprehend languages, divine favorM, obscuring mistM, sanctuaryM (DC 20), shield of faithM
0 (at will)—create water, detect magic, detect poison, guidance, light, mending, purify food and drink, read magic, stabilize
M mythic spell
STATISTICS
Str 30, Dex 26, Con 33, Int 26, Wis 27, Cha 29
Base Atk +23; +34; CMD 52
Feats Combat Casting, Combat Reflexes, Craft Wondrous Item, Divine InterferenceM, Eschew Materials, Flyby Attack, Improved InitiativeM, Lightning ReflexesM, Maximize Spell, Mythic Crafter, Power AttackM, Quicken Spell-Like Ability (order’s wrath), Silent Spell
Skills Craft (any three) +31, Diplomacy +34, Fly +29, Heal +31, Intimidate +32, Knowledge (engineering, geography, history, planes, religion) +28, Perception +38, Sense Motive +31, Spellcraft +31, Swim +38
Racial Modifiers +4 Perception
Languages Aquan, Auran, Celestial; 100 ft.
SQ archive, (1 human form and 1 merfolk form; polymorph), , mythic spellcasting, mythic spell-like abilities, mythic spellpower (2/day)
ECOLOGY
Environment any (lawful planes)
Organization solitary
Treasure standard (+2 axiomatic keen potent bronze spear, other treasure)
SPECIAL ABILITIES
Archive (Su) By concentrating for 1 minute without interruption, an apkallu can conjure the door to a personal extradimensional archive in which it collects and preserves the lore generated by the civilizations it guides. An apkallu’s archive is similar to an archmage’s sanctum but is 2,000 cubic feet in size. By spending one use of its mythic power as a full-round action, the apkallu can instantly record up to nine nonmagical writings (books, scrolls, carvings, and so on) that it is touching or carrying within tomes in the archive. If an apkallu is killed or rendered unconscious (even if its regeneration is still active), its body and any items it is carrying are immediately transported to its archive. An apkallu can conjure the door to the archive of a slain apkallu at the location of the slain apkallu’s death.
Mark of Restraint (Su) An apkallu that successfully bites an opponent can spend one use of its mythic power as a free action to mark that opponent with a restraining effect. This effects acts like a mark of justice that triggers if the opponent attacks the apkallu; the opponent is instantly aware of this condition. If the opponent attacks the apkallu, the mark’s curse is activated and imposes a permanent –4 penalty on the opponent’s attack rolls, saving throws, ability checks, and skill checks.
Mythic Spell-Like Abilities (Ex) An apkallu can expend uses of mythic power to use the mythic version of order’s wrath as if the ability were a mythic spell.
Paralyzing Gaze (Su) Paralysis for 1 round, 30 feet, Fortitude DC 30 negates. The save DC is Charisma-based. If an apkallu actively directs its gaze, a targeted creature is instead paralyzed for 1d6 rounds, or staggered for the same duration on a successful save. Lawful creatures are immune to its gaze.
Scale Surplice (Su) Apkallus wear robes of opalescent scales that function as +2 resonating scale mail with no armor check penalty, and that grant the wearer a swim speed of 40 feet, the ability to breathe water, and the ability to treat Swim as a class skill. The surplice is absorbed into an alternate form if the apkallu changes shape, and if removed, it becomes a mundane cloth robe until worn again by an apkallu. If an apkallu’s scale surplice is destroyed, it can create a new one from water by spending nine uses of mythic power after 1d4 hours of uninterrupted crafting.
Spells Apkallus cast divine spells as 19th-level oracles. They do not gain access to mysteries or other oracle abilities.
Danava Titan
An ornate crown and resplendent armor adorn this massive warrior, who towers over hilltops.
Chained for eons beneath the deepest waves of the endless seas, danavas are the eldest and first of the great outsiders collectively known as titans. Conceived originally at the foundation of reality to govern and regulate the mercurial forces that shaped the cosmos, danavas ultimately proved too harsh, too rigid, and too unf linching for their mission. Finally, when the danavas went to war with their chaotic and less powerful brethren, the gods interceded before creation was rent asunder, placing their elder children in stasis beneath the waves, buried at the cruxes of many worlds. Danavas resemble thick—even rotund—but extremely muscular humans of incredible size. Reaching heights of 75 to 100 feet, danavas can weigh up to 200 tons. Their ancient ornamentations cover most of their red-brown skin, and their helmets always reveal their wagon-wheel-sized, pupilless eyes. Since the time of their imprisonment, the danavas have seldom emerged from beneath the waves. When freed from its sequestration, a danava surfaces in an attempt to restore balance to the world, whether through the raising of an elder god, perhaps devastating a race of humanoids on the brink of a destructive discovery or crushing the unchecked hubris of their own lesser kin. And although danavas focus singularly on their targets, they coldly and ruthlessly dispatch enemies attempting to thwart that goal, raining down lightning and laying waste to entire cities, wreaking fearsome havoc that becomes the stuff of legends. In combat, the titans typically use their massive brawn in conjunction with its mythic resilience to outlast enemies, saving their spell-like abilities for specific targets that pose a greater danger. While the forces that release danavas into the world are mysterious, the great outsiders function with autonomy. If a danava’s fury is successfully checked or resisted, the creature can be reasoned with. Typically, the titan divulges its charge and purpose, and explains the need for its actions, but without looking for pardon or expressing remorse. Danavas see the absolutes of the universe and rarely appreciate complexity or nuance. While danavas are usually lawful neutral, some lawful good and lawful evil danavas do exist. Lawful good danavas endeavor to cause the minimum necessary destruction to achieve their goals. Once they have righted whatever imbalance they were released to fix, danavas return to the fathomless depths until again no living memory of them remains.
DANAVA PILLAR
Certain danavas have, over the eons, merged with the cruxes of the universe they oversee. These danava pillars are more powerful than normal, and destroying one would be a step toward unraveling reality itself, so they are targets for creatures like the hundun, who wish to destroy entire dimensions. Danava pillars are always 10th mythic rank, and they vary from CR 25 to 30. This increase comes from templates like the advanced simple template, class levels, or both. Each danava pillar gains a unique ability from its connection to the fundamental linchpins of the universe, including (but not limited to) the following.
Akashic Guru (Ex): The danava pillar is connected to the Akashic Record. It gains a +20 racial bonus on all Knowledge checks, and it can expend 1 point of mythic power to recall its previous self from the Akashic Record without spending an action. If it does so, it is restored to full hit points, regains all uses of its spell-like abilities, and loses all conditions and spells currently affecting it (beneficial or detrimental); it does not regain any uses of mythic power. Since the ability does not require an action, the danava pillar can use this ability even when it can’t take actions, as the universe itself attempts to prevent the threatened destruction of the pillar.
Temporal Lord (Ex): The danava pillar is connected to the Dimension of Time, and its multidimensional existence doesn’t connect or relate to time in the same way as a typical creature’s. Each round, just before its normal actions, the danava pillar benefits from effects identical to those of the spell time stop (though this isn’t a spell effect). It doesn’t spend an action to do so—this is simply a natural consequence of its nonlinear experience of time.
Yin and Yang (Ex): The danava pillar is connected to the Positive and Negative Energy Planes and the transmigration of souls. Both positive and negative energy heal the pillar (whether channeled to heal or to harm), and it can channel positive and negative energy at will once per round each as a free action. The channeled energy’s effect is as a 20th-level cleric’s. The danava pillar gains Selective Channeling as a bonus feat. Finally, a creature reduced to 0 hit points or below by any of the danava pillar’s attacks is instantly reincarnated into its next life. Unlike the spell reincarnate, this transforms the creature into an infant with no class levels and little or no memory of its former life. Restoring the original creature from its new incarnation requires a miracle, a wish, or similar magic, and as doing so simultaneously eliminates the new incarnation, it could have profound moral or ethical implications for the restorer.
LN Colossal (, , mythic)
Init +21/+1M, ; Senses 60 ft.; Perception +38
DEFENSE
AC 48, touch 24, flat-footed 35 (+9 deflection, +12 Dex, +1 dodge, +24 natural, –8 size)
hp 545 (26d10+402)
Fort +27, Ref +21, Will +24; +8 vs. mind-affecting, second save
Defensive Abilities (50%), iron resilience, unstoppable; 20/epic; aging, daze, death effects, disease, divinations, stagger, stun; 39
OFFENSE
Speed 90 ft.
Melee +3 axiomatic tetsubo +40/+40/+35/+30/+25 (6d8+30/19–20 ×5) or 3 slams +37 (2d8+27)
Space 30 ft.; Reach 30 ft.
Special Attacks devastator, (9/day, +1d10), (120 ft.), (4d8+27, DC 39)
(CL 20th; concentration +32)
Constant—air walk, haste, mind blank, true seeing, water walk
At will—bestow curse (DC 26), break enchantment, divination, greater dispel magic, sending
3/day—quickened chain lightning (DC 28), greater scrying (DC 29), harm (DC 28), quickened heal (DC 28), mass suggestion (DC 28)
1/day—greater planar ally, mass heal (DC 31), soul bind (DC 31), tsunami (DC 31)
STATISTICS
Str 47, Dex 34, Con 35, Int 27, Wis 28, Cha 34
Base Atk +26; +52 (+56 sunder); CMD 74 (76 vs. sunder)
Feats Combat Reflexes, Critical Focus, Dazing Assault, Greater Sunder, Greater Vital Strike, Improved CriticalM (tetsubo), Improved InitiativeM, Improved Sunder, Improved Vital Strike, Power AttackM, Quicken Spell-Like Ability (chain lightning), Quicken Spell-Like Ability (heal), Vital StrikeM
Skills Climb +44, Craft (any one) +37, Diplomacy +38, Intimidate +41, Knowledge (any one other) +34, Knowledge (arcana, engineering, nature) +34, Knowledge (planes) +37, Perception +38, Sense Motive +38, Spellcraft +37, Swim +47, Use Magic Device +41
Languages Abyssal, Celestial, Common, Infernal; 300 ft.
SQ powerful blows (slam)
ECOLOGY
Environment any
Organization solitary
Treasure standard (+3 axiomatic tetsubo, danava mantle, other treasure)
SPECIAL ABILITIES
Danava Mantle (Su) The ornate mantle a danava wears grants it a +9 deflection bonus to its AC. It functions for other Colossal mythic creatures in the same way, but not for non-mythic creatures or those of other sizes.
Devastator (Su) As a full-round action, a danava can make a single attack at its highest base attack bonus with its tetsubo or slam attack. This attack counts as a Vital Strike despite not using an attack action. On a successful hit, this attack bypasses all damage reduction and hardness. If used to perform a sunder combat maneuver or to damage an object, the attack is capable of critical hits (despite objects’ usual immunity to critical hits) and is automatically treated as a critical threat.
Iron Resilience (Ex) Once per round, a danava can completely ignore an attack (whether it required an attack roll, was a targeted spell, or was an area attack, and regardless of whether it would cause damage or not). A danava can expend one use of mythic power to ignore an additional attack beyond the first in the same round; this ability uses no action and can be activated so long as the danava has mythic power remaining. The danava can choose to use this ability after the result of any attack roll, caster level check to overcome spell resistance, saving throw, or other pertinent check is revealed.