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Kyton, Interlocutor

CR 12.00 Outsider LE Large HD 14
At the core of this multi-limbed monstrosity of claws and blades struggles a glistening mass of veins, organs, and twisted flesh.

Interlocutors are the self-proclaimed surgeon-sculptors among kytons, viewing their practice as more art than medical process. Each victim is a new chance to study the art of pain and sensation through horror-stricken eyes. Their ability to heal the damage they inflict, even to the extent of restoring life to a subject that has only just expired, is perhaps more feared than their eagerness to cut flesh. To an interlocutor's victim, death is a mercy that is rarely offered.

Nowhere is the interlocutor's mastery of flesh more apparent than in their bodies, for their apotheosis from mortal into kyton involves the shedding of useless parts down to a tangle of nerves, veins, and various organs. These are then incorporated into bodies made of semi-living metal fashioned from raw shadowstuff harvested in strange reaches of the Plane of Shadow, giving the kyton a terrifying body. Periodically, an arm or other “leftover” limb is retained by the kyton, but only in the same way someone might retain ownership of a treasured piece of jewelry as a keepsake or memento. Some interlocutors retain nothing of their old bodies of flesh save the brain, nerves, and portions of their circulatory system.

Interlocutors are 9 feet tall and weigh 800 pounds.

HP
147 (14d10+70); regeneration 5 (good weapons and spells, silver weapons)
AC
26, touch 13, flat-footed 22 (+3 Dex, +1 dodge, +13 natural, -1 size)
Init
+7
Speed
40 ft.
Fort
+14
Ref
+9
Will
+17
BAB
+14
CMB
+22
CMD
36 (38 vs. trip)
Melee
4 claws +20 (1d8+7/19-20 plus bleed)
Space
10 ft.
Reach
10 ft.
DR
10/silver or good
SR
23
str
24
+7
dex
17
+3
con
21
+5
int
15
+2
wis
22
+6
cha
20
+5

Weapons: Martial, Simple

bleed (1d6)

poison

rend (2 claws, 1d8+7)

Surgical Strikes — An interlocutor's claws threaten a critical hit on a roll of 19–20. On a successful critical hit, that claw deals 2d6 bleed damage rather than 1d6.

Unnerving Gaze — A creature that succumbs to an eremite's unnerving gaze becomes staggered for 1 round as it becomes convinced that it recognizes some of its own body parts entangled in the interlocutor's body.

Universal Monster Rules

Bleed (1d6) Ex from Universal Monster Rule
A creature with this ability causes wounds that continue to bleed, dealing the listed damage each round at the start of the affected creature's turn. This bleeding can be stopped by a successful DC 15 Heal skill check or through the application of any magical healing. The amount of damage each round is determined in the creature's entry.
Poison Ex from Universal Monster Rule
A creature with this ability can poison those it attacks. The effects of the poison, including its save, frequency, and cure, are included in the creature's description. The saving throw to resist a poison is usually a Fort save (DC 10 + 1/2 the poisoning creature's racial HD + the creature's Con modifier; the exact DC is given in the creature's descriptive text). Poisons can be removed through neutralize poison and similar effects.
Rend (2 claws, 1d8+7) Ex from Universal Monster Rule
If it hits with two or more natural attacks in 1 round, a creature with the rend special attack can cause tremendous damage by latching onto the opponent's body and tearing flesh. This attack deals an additional amount of damage, but no more than once per round. The type of attacks that must hit and the additional damage are included in the creature's description. The additional damage is usually equal to the damage caused by one of the attacks plus 1-1/2 times the creature's Strength bonus.

Special Abilities

Surgical Strikes from text
An interlocutor's claws threaten a critical hit on a roll of 19–20. On a successful critical hit, that claw deals 2d6 bleed damage rather than 1d6.
Unnerving Gaze from text
A creature that succumbs to an eremite's unnerving gaze becomes staggered for 1 round as it becomes convinced that it recognizes some of its own body parts entangled in the interlocutor's body.

Feats, Traits & Items

Cleave from Feat

As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.

Combat Reflexes from Feat

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.

Dodge from Feat

You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Calculated: +1 Ac

You get a +4 bonus on initiative checks.

Calculated: +4 Initiative
Iron Will from Feat

You get a +2 bonus on all Will saving throws.

Calculated: +2 Will
Lightning Reflexes from Feat

You get a +2 bonus on all Reflex saving throws.

Calculated: +2 Ref
Power Attack from Feat

You can choose to take a –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 (–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 –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.

Heal +23, Intimidate +22, Knowledge (arcana, local, religion) +9, Knowledge (dungeoneering, nature, planes) +12, Perception +23, Sense Motive +23, Stealth +16

spell-like abilities:
At will—Bleed (DC 15), At will—Plane Shift (DC 22), At will—Stabilize (DC 15), 3/day—Cure Serious Wounds (DC 18), 3/day—Restoration (DC 19), 1/day—Breath Of Life (DC 20)
Details
Type
Outsider
Alignment
LE
Size
Large
Environment
any (Plane of Shadow)
Organization
solitary, pair, or gang (3-5)
Treasure
standard
Senses
darkvision 60 ft.; Perception +23
Languages
Common, Infernal
Source
Bestiary 3
Source

Bestiary 3

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
13 House/Core
  • Uses feat: Cleave (Feat) — core content under OGL 1.0a
  • Uses feat: Combat Reflexes (Feat) — core content under OGL 1.0a
  • Uses feat: Dodge (Feat) — core content under OGL 1.0a
  • Uses feat: Improved Initiative (Feat) — core content under OGL 1.0a
  • Uses feat: Iron Will (Feat) — core content under OGL 1.0a
  • Uses feat: Lightning Reflexes (Feat) — core content under OGL 1.0a
  • Uses feat: Power Attack (Feat) — core content under OGL 1.0a
  • Knows spell: Bleed (Spell) — core content under OGL 1.0a
  • Knows spell: Plane Shift (Spell) — core content under OGL 1.0a
  • Knows spell: Stabilize (Spell) — core content under OGL 1.0a
  • Knows spell: Cure Serious Wounds (Spell) — core content under OGL 1.0a
  • Knows spell: Restoration (Spell) — core content under OGL 1.0a
  • Knows spell: Breath Of Life (Spell) — core content under OGL 1.0a
View references and cross-links for Kyton, Interlocutor

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