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Manual of the Planes

Manual of the Planes

Manual of the Planes

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When an inevitable is created, it receives its first mission,<strong>the</strong>n finds <strong>the</strong> transgressors and metes out appropriatepunishment. The sentence is usually death,although some inevitables insist on recompense to <strong>the</strong>wronged party instead, using geas and mark <strong>of</strong> justice toensure compliance. From its first step, an inevitablefocuses totally on its target. It continues its efforts nomatter how cold <strong>the</strong> trail or hopeless <strong>the</strong> task. Unable tocross an ocean any o<strong>the</strong>r way, inevitables have beenknown to walk into <strong>the</strong> waves, traversing <strong>the</strong> seabed toemerge on ano<strong>the</strong>r continent months later.Inevitables are single-minded in pursuit <strong>of</strong> <strong>the</strong>irquarry, but <strong>the</strong>y are under orders to leave innocentsalone. Accomplices to <strong>the</strong>ir prey are fair game, however,which sometimes creates conflicts within <strong>the</strong>ir programming.Even <strong>the</strong> most effective inevitables are periodicallyrecalled to Mechanus for reprogramming.Inevitables gladly sacrifice <strong>the</strong>mselves to complete amission, but <strong>the</strong>y aren’t suicidal. Faced with impendingdefeat, <strong>the</strong>y are likely to withdraw and seek a way to even<strong>the</strong> odds. They’re determined but patient foes. They allywith o<strong>the</strong>rs if that helps accomplish <strong>the</strong>ir mission, but<strong>the</strong>y have a hard time keeping allies for long. It’s apparentto anyone who spends much time with one that aninevitable sacrifices an ally to fulfill its purpose without asecond thought.When an inevitable completes its task, it wanders <strong>the</strong>landscape and passively observes life around it. Whenit discerns ano<strong>the</strong>r transgression <strong>of</strong> <strong>the</strong> principle it’sdedicated to, it has a new mission. Inevitables tend tostick out in a crowd while <strong>the</strong>y’re in observation mode,but <strong>the</strong>y seem oblivious to <strong>the</strong> attention. Those in <strong>the</strong>know who hear about a 12-foot-tall, golden-armoredstatue roaming <strong>the</strong> countryside might seek out <strong>the</strong>inevitable and present a case, hoping it will take on <strong>the</strong>alleged transgressor. The decision is based on <strong>the</strong> idiosyncrasies<strong>of</strong> <strong>the</strong> inevitable’s programming, so <strong>the</strong>re’sno guarantee.Their forms vary, but all inevitables are gold-andsilverclockwork creatures, with gears and pistonswhere muscles would be on flesh-and-blood creatures.Their eyes glow with a golden radiance. Inevitablesspeak Abyssal, Celestial, Infernal, and <strong>the</strong> native language<strong>of</strong> <strong>the</strong>ir first target.Note that unlike most constructs, inevitables have anIntelligence score and can think, learn, and remember.COMBATUnless <strong>the</strong>ir very existence is threatened, inevitablesfocus completely on <strong>the</strong> transgressor <strong>the</strong>y’ve beenassigned to, ignoring o<strong>the</strong>r combatants completely. Aninevitable might attack anyone who hinders itsCHAPTER 9:MONSTERSZelekhut Kolyarut MarutLarge Construct Medium-Size Construct Large Construct(Lawful) (Lawful) (Lawful)Hit Dice: 8d10 (44 hp) 13d10 (71 hp) 15d10 (82 hp)Initiative: +0 +1 (Dex) +1 (Dex)Speed: 50 ft., fly 60 ft. (average) 30 ft. 40 ft.AC: 27 (–1 size, +10 natural, 26 (+10 natural, +6 banded 28 (–1 size, +11 natural,+8 plate barding) mail) +8 platemail)Attacks: 2 spiked chains +10 melee Vampiric touch +11/+6 melee; 2 slams +17 meleeor enervation ray +10ranged touchDamage: Spiked chain 2d4+5 and 1d6 Vampiric touch 5d6; Slam 2d6+7 and 3d6 sonic or 3d6electricity enervation ray as spell electricityFace/Reach: 5 ft. by 10 ft./10 ft. 5 ft. by 5 ft./5 ft. 5 ft. by 5 ft./10 ft.Special Attacks: Spell-like abilities Spell-like abilities, vampiric Spell-like abilities, fists <strong>of</strong>touch, enervation raythunder and lightningSpecial Qualities: Damage reduction 30/+3, Damage reduction 30/+3, Damage reduction 40/+4,SR 20, fast healing 5 SR 22, fast healing 5 SR 25, fast healing 10Saves: Fort +2, Ref +2, Will +5 Fort +4, Ref +5, Will +7 Fort +5, Ref +6, Will +8Abilities: Str 21, Dex 11, Con —, Str 14, Dex 13, Con —, Str 25, Dex 13, Con —,Int 8, Wis 17, Cha 15 Int 10, Wis 17, Cha 16 Int 12, Wis 17, Cha 18Skills: — — —Feats: — — —Climate/Terrain: Any land and underground Any land and underground Any land and undergroundOrganization: Solitary Solitary SolitaryChallenge Rating: 9 12 15Treasure: None None NoneAlignment: Always lawful neutral Always lawful neutral Always lawful neutralAdvancement: 9–16 HD (Large); 14–22 HD (Medium-Size); 16–28 HD (Large);17–24 HD (Huge) 23–39 HD (Large) 29–45 HD (Huge)177

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