Library / Bestiary

Inevitable, Kolyarut

CR 12.00 Outsider LN Medium
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.

STR
22
DEX
19
CON
23
INT
10
WIS
17
CHA
16
HP
158 (12d10+92); regeneration 5 (chaotic)
AC
26, touch 14, flat-footed 22 (+4 Dex, +12 natural)
Speed
30 ft.
Init
+8
Melee
+2 bastard sword +20/+15/+10 (1d10+8/19-20), slam +13 (2d6+3) or<p class="stat-block-2">2 slams +18 (2d6+6)</p>
BAB
+12
CMB
+18
CMD
32
Fort
+14
Ref
+10
Will
+11
DR
10/chaotic
SR
23
Defensive Abilities
constructed
Racial Modifiers
+4 Diplomacy, +4 Disguise

Weapons: Martial, Simple

Alertness, Combat Casting, Combat Reflexes, Improved Initiative, Lightning Reflexes, Quicken Spell-Like Ability (suggestion)

Alertness from Feat

<p class="stat-block-1"> You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.</p>

Combat Casting from Feat

<p class="stat-block-1"> You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.</p>

Combat Reflexes from Feat

<p class="stat-block-1"> You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.</p>

<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>

Lightning Reflexes from Feat

<p class="stat-block-1"> You get a +2 bonus on all Reflex saving throws.</p>

Diplomacy +22, Disguise +22, Knowledge (planes) +15, Perception +22, Sense Motive +22, Survival +18

spell-like abilities:
At will—Discern Lies, At will—Disguise Self, At will—Enervation, At will—Fear, At will—Hold Person, At will—Invisibility, At will—Locate Creature, At will—Suggestion, At will—Vampiric Touch, 3/day—Hold Monster, 3/day—Mark Of Justice, 3/day—Suggestion, 1/week—Geas/Quest
Details
Type
Outsider
Alignment
LN
Size
Medium
Environment
any
Organization
solitary, pair, or inquisition (3-6)
Treasure
standard (+2 bastard sword, other treasure)
Senses
darkvision 60 ft., low-light vision; Perception +22
Languages
truespeech
Source
Bestiary 2
Sources Used in This Record
18 House/Core
  • Uses feat: Alertness (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Combat Casting (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Combat Reflexes (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Improved Initiative (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Lightning Reflexes (Feat)
    House/Core — covered by the site's Section 15.
  • Knows spell: Discern Lies (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Disguise Self (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Enervation (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Fear (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Hold Person (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Invisibility (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Locate Creature (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Suggestion (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Vampiric Touch (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Hold Monster (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Mark Of Justice (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Suggestion (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Geas/Quest (Spell)
    House/Core — covered by the site's Section 15.
OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.