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Manual of the Planes

Manual of the Planes

Manual of the Planes

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CHAPTER 9:MONSTERSIllus. by W. Reynolds178progress, but it won’t tarry beyond <strong>the</strong> point where itcan reengage its quarry. Inevitables take self-defense veryseriously; anyone who attacks an inevitable with what<strong>the</strong> creature perceives as deadly force is met with deadlyforce in return.Construct: Immune to mind-influencing effects,poison, disease, and similar effects. Not subject to criticalhits, subdual damage, ability damage, energy drain, ordeath from massive damage.Fast Healing (Ex): An inevitable heals a certainamount <strong>of</strong> damage each round as long as it has at least 1hit point. However, damage dealt by blessed and chaoticweapons heals at <strong>the</strong> normal rate.ZELEKHUTZelekhuts are charged with hunting down thosewho would deny justice—especiallythose who flee toescape punishment.They usea combination<strong>of</strong> natural skilland magicto find fugitiveswherever <strong>the</strong>ymay hide. And once<strong>the</strong>y’ve found <strong>the</strong>m, <strong>the</strong>ycarry out a sentence <strong>of</strong><strong>the</strong>ir own.A zelekhut is acentauroid clockworkconstructwith ornategolden armorover alabasterskin. Itwields twospikedchainsthat springforth from itsforearms.Golden metallicwings emergefrom its backon command.CombatOnce it hasfound its fugitive,a zelekhutusesits maneuverabilityandspell-like abilities to cover<strong>the</strong> most likely escape routes. Then it immobilizes anydefenders while protecting any innocent bystanders.Finally, it apprehends <strong>the</strong> fugitive with its spikedchains, tripping and disarming <strong>the</strong> foe as needed. If <strong>the</strong>sentence is death, <strong>the</strong> zelekhut carries it out with littlefuss or fanfare.Spell-Like Abilities: At will—clairaudience/clairvoyance,dimensional anchor, dispel magic, fear, hold person, locatecreature, true seeing; 3/day—hold monster, mark <strong>of</strong> justice;1/week—lesser geas. These abilities are as <strong>the</strong> spells castby an 8th-level sorcerer (save DC = 12 + spell level).KOLYARUTKolyaruts represent <strong>the</strong> ultimate enforcement clause ina contract—<strong>the</strong>y mete out punishment to those whobreak bargains and oaths. Originally sent from Mechanusto avenge major betrayals, once on <strong>the</strong> MaterialPlane <strong>the</strong>y hunt downeveryone from unscrupulousmerchantsto army deserters.Anyone who renegeson a dealcould draw <strong>the</strong>ire <strong>of</strong> a kolyarut,although <strong>the</strong> creatureusually ignoresinconsequentialdeals and rashlysworn oaths.Before beginninga mission against adeal-breaker, <strong>the</strong>kolyarut learnsas much about<strong>the</strong> contract oroath as possible.It’snot interestedinthose whobreak dealsaccidentally oragainst <strong>the</strong>ir will—only those whowillingly break contractsviolate <strong>the</strong> principlethat kolyarutsare created to uphold.If a writtencontract was broken, <strong>the</strong>kolyarut typically carries acopy <strong>of</strong> <strong>the</strong> contract with it.Kolyaruts are <strong>the</strong>most human-looking<strong>of</strong> <strong>the</strong> inevitables,appearing as clockworkhumanoids dressed in flowingred robes and ornate golden armor. They’re also <strong>the</strong> mosttalkative, making credible attempts at social nicetiessuch as proper greetings before getting down to <strong>the</strong>

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