Library / Bestiary

Inevitable, Lhaksharut

CR 20.00 Outsider LN Huge
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.

STR
31
DEX
13
CON
26
INT
14
WIS
21
CHA
20
HP
337 (22d10+216); regeneration 10 (chaotic)
AC
36, touch 18, flat-footed 35 (+4 deflection, +1 Dex, +5 insight, +18 natural, -2 size)
Speed
fly 60 ft. (perfect)
Init
+5
Melee
+2 wounding spear +32/+27/+22/+17 (3d6+17/x3 plus 1 bleed), +2 wounding longsword +32 (3d6+12/19-20 plus 1 bleed), +2 wounding morningstar +32 (3d6+12 plus 1 bleed) or<p class="stat-block-2">4 slams +30 (2d8+10)</p>
Ranged
2 energy bolts +21 (10d6 energy)
Space
15 ft.
Reach
15 ft.
BAB
+22
CMB
+34
CMD
50 (can't be tripped)
Fort
+25
Ref
+12
Will
+22
DR
15/chaotic
SR
31
Defensive Abilities
constructed
Racial Modifiers
+4 Perception

Weapons: Martial, Simple

Cunning Reflexes — 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.

Multiweapon Mastery — A lhaksharut never takes penalties on its attack rolls when fighting with multiple weapons.

Perfect Prediction — A lhaksharut gains an insight bonus to AC equal to its Wisdom bonus.

Wounding Weapons — Any weapon wielded by a lhaksharut gains the wounding weapon quality as long as it remains in the creature's grasp.

Perfect Prediction — A lhaksharut gains an insight bonus to AC equal to its Wisdom bonus.

Blind-Fight from Feat

<p class="stat-block-1"> In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit.</p><p class="stat-block-2">An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however.</p><p class="stat-block-2">You do not need to make Acrobatics skill checks to move at full speed while blinded.</p>

Combat Expertise from Feat

<p class="stat-block-1"> You can choose to take a &ndash;1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by &ndash;1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.</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>

Greater Bull Rush from Feat

<p class="stat-block-1"> You receive a +2 bonus on checks made to bull rush a foe. This bonus stacks with the bonus granted by Improved Bull Rush. Whenever you bull rush an opponent, his movement provokes attacks of opportunity from all of your allies (but not you).</p>

<p class="stat-block-1"> When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack four times and add the results together before adding bonuses from Strength, weapon abilities (such as <i>flaming</i>), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.</p>

Improved Bull Rush from Feat

<p class="stat-block-1"> You do not provoke an attack of opportunity when performing a bull rush combat maneuver. In addition, you receive a +2 bonus on checks made to bull rush a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush you.</p>

Improved Disarm from Feat

<p class="stat-block-1"> You do not provoke an attack of opportunity when performing a disarm combat maneuver. In addition, you receive a +2 bonus on checks made to disarm a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to disarm you.</p>

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

<p class="stat-block-1"> When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack three times and add the results together before adding bonuses from Strength, weapon special abilities (such as <i>flaming</i>), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.</p>

Power Attack from Feat

<p class="stat-block-1"> You can choose to take a &ndash;1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (&ndash;50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by &ndash;1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.</p>

Vital Strike from Feat

<p class="stat-block-1"> When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as <i>flaming</i>), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.</p>

Fly +30, Intimidate +30, Knowledge (arcana) +24, Knowledge (geography) +24, Knowledge (planes) +27, Perception +34, Sense Motive +30, Spellcraft +24

spell-like abilities:
Constant—Detect Chaos, Constant—Detect Magic, Constant—Shield Of Law, Constant—True Seeing, At will—Dispel Magic, At will—Teleport, Greater, At will—Sending, 3/day—Dictum, 3/day—Dimensional Anchor, 3/day—Dimensional Lock, 3/day—Disintegrate, 3/day—Dismissal, 3/day—Scrying, Greater, 3/day—Plane Shift, 3/day—Wall Of Force, 1/day—Imprisonment
Details
Type
Outsider
Alignment
LN
Size
Huge
Environment
any
Organization
solitary
Treasure
double (+2 longsword, +2 spear, +2 morningstar, other treasure)
Senses
darkvision 60 ft., detect chaos, detect magic, low-light vision, true seeing; Perception +34
Languages
truespeech
Source
Bestiary 2
Sources Used in This Record
27 House/Core
  • Uses feat: Blind-Fight (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Combat Expertise (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: Greater Bull Rush (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Greater Vital Strike (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Improved Bull Rush (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Improved Disarm (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: Improved Vital Strike (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Power Attack (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Vital Strike (Feat)
    House/Core — covered by the site's Section 15.
  • Knows spell: Detect Chaos (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Detect Magic (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Shield Of Law (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: True Seeing (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Dispel Magic (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Teleport, Greater (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Sending (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Dictum (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Dimensional Anchor (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Dimensional Lock (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Disintegrate (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Dismissal (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Scrying, Greater (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Plane Shift (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Wall Of Force (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Imprisonment (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.