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<blockquote data-quote="the Jester" data-source="post: 6111477" data-attributes="member: 1210"><p><strong><span style="font-size: 18px">INEVITABLE </span> </strong></p><p><strong> Source:</strong> 3.5 Monster Manual (zelekhut, kolyarut); 3e Fiend Folio (quarut, varakhut).</p><p> </p><p>The inevitables are strange clockwork creatures that are relics of a previous cosmology that was shattered by the final victory of Chaos in the Great War of Ethics. Inevitables consider themselves to be agents of law, similar to maruts, but they answer to no authority and seem bent on overturning the very nature of the cosmos and returning it to its previous state.</p><p> </p><p><strong>Forsaken by the Maruts:</strong> According to some scholars, the maruts were once a type of inevitable, but they have forsaken the rest of their kind and sought their own path among the astral realms. Other sages wryly point out that this itself is evidence that the order the inevitables represent (or once represented) is no longer tenable.</p><p> </p><p><strong>Organized and Driven:</strong> The inevitables are extraordinarily organized, working together like the cogs that make up a single machine. They are driven to “correct” what they perceive as the cosmic errors that cast Law down at the end of the Great War of Ethics, carrying out complex and protracted schemes designed to “restore” the order that the inevitables perceive to be missing from the world.</p><p></p><p><strong><span style="font-size: 15px">Zelekhut --- Level 12 Skirmisher </span></strong></p><p>Large immortal animate (construct) --- XP 700 </p><p><em> A zelekhut resembles a centaur constructed of intricate clockwork. It wears ornate gold armor over alabaster skin and wields a spiked chain that is built in to its body. Zelekhuts claim to be charged with hunting down creatures that seek to escape their rightful punishment.</em></p><p>HP 119; Bloodied 59 Initiative +13</p><p>AC 25; Fortitude 22; Reflex 25; Will 24 Perception +12 </p><p>Speed 7, fly 8</p><p></p><p><strong>TRAITS </strong></p><p><strong>Clockwork Flight</strong></p><p> While it is in flight, a zelekhut gains a +2 bonus to AC and Reflex.</p><p></p><p><strong>STANDARD ACTIONS </strong></p><p><strong>(mbasic) Chain Strike * At Will </strong></p><p> Attack: Melee 2 (one creature); +17 vs. AC.</p><p> Hit: 2d6+5 damage.</p><p></p><p><strong>Double Strike * At Will</strong></p><p> Effect: The zelekhut uses chain strike twice.</p><p></p><p><strong>(ranged) Arrest Miscreant (psychic) * Recharge 5 6</strong></p><p> Attack: Ranged 10 (one creature); +15 vs. Will.</p><p> Hit: 4d8+7 psychic damage, and the target is immobilized (save ends).</p><p></p><p><strong>(ranged) Punishing Blast (necrotic) * At Will</strong></p><p> Attack: Ranged 10 (one creature); +15 vs. Reflex.</p><p> Hit: 3d6+6 necrotic damage, and the target is weakened (save ends).</p><p>---</p><p>Str 21 Dex 20 Wis 23 </p><p>Con 15 Int 10 Cha 15 </p><p>Alignment unaligned Languages Supernal </p><p></p><p><strong><span style="font-size: 15px">Kolyarut --- Level 15 Brute </span></strong> </p><p>Medium immortal animate (construct) --- XP 1,200 </p><p> <em>A kolyarut appears to be a red-skinned humanoid made up of mechanical parts. It is armored in ornate golden bands and a flowing gold and red robe. A gleaming sword is built in to one hand. A kolyarut metes out punishment to those who willingly break oaths or contracts.</em></p><p>HP 153; Bloodied 76 Initiative +8 </p><p>AC 27; Fortitude 27; Reflex 27; Will 29 Perception +15 </p><p>Speed 6 </p><p></p><p><strong>STANDARD ACTIONS </strong></p><p><strong>(mbasic) Long Sword * At Will </strong></p><p> Attack: Melee 1 (one creature); +20 vs. AC.</p><p> Hit: 4d8+11 damage.</p><p></p><p><strong>(melee) Vampiric Strike (healing, necrotic) * Recharge when first bloodied</strong></p><p> Attack: Melee 1 (one creature); +18 vs. Fortitude.</p><p> Hit: 4d8+11 necrotic damage, and the kolyarut regains 20 hit points.</p><p></p><p><strong>(ranged) Enervating Ray (necrotic) * At Will</strong></p><p> Attack: Ranged 20 (one creature); +18 vs. Reflex.</p><p> Hit: 3d6+9 necrotic damage, and the target is slowed (save ends). </p><p></p><p><strong>MINOR ACTIONS </strong></p><p><strong>Illusory Disguise (illusion) * At Will</strong></p><p> Effect:The kolyarut cloaks its true form with the illusion of any medium humanoid. A creature within 2 squares of the kolyarut may make spend a standard action to make an Insight check, DC 22, to discern the true form of the kolyarut.</p><p>---</p><p>Str 14 Dex 13 Wis 26 </p><p>Con 13 Int 10 Cha 16 </p><p>Alignment unaligned Languages Supernal </p><p></p><p><strong><span style="font-size: 15px">Quarut --- Level 22 Elite Skirmisher </span></strong> </p><p>Medium immortal animate (construct) --- XP 8,300 </p><p><em> A quarut has a generally humanoid form, although it is mechanical in nature, like all inevitables. Its body is full of gears and pistons. There are a plethora of hourglasses and timepieces set within it. Its outer plating is etched with various symbols and glyphs involving time. In place of a head, it has a continually flowing hourglass. A quarut's function is to guard two of the most precious and tenuous things of all: time and space.</em></p><p>HP 412; Bloodied 206 Initiative +21 (plus see haste)</p><p>AC 36; Fortitude 34; Reflex 36; Will 34 Perception +14 </p><p>Speed 6</p><p>Saving Throws +2; Action Points 1</p><p></p><p><strong>TRAITS </strong></p><p><strong>Haste </strong></p><p> The quarut rolls twice for initiative and takes a full turn twice per round.</p><p></p><p><strong>STANDARD ACTIONS </strong></p><p><strong>(mbasic) Slam * At Will </strong></p><p> Attack: Melee 1 (one creature); +27 vs. AC.</p><p> Hit: 4d10+8 damage.</p><p></p><p><strong>(melee) Temporal Stasis (necrotic) * Recharges when first bloodied</strong></p><p> Attack: Melee 1 (one creature); +25 vs. Will.</p><p> Hit: The target takes 30 necrotic damage and is placed in stasis (save ends). While in stasis, the target cannot take actions, is immune to all damage and cannot be targeted by any creature.</p><p> Aftereffect: The target is slowed (save ends).</p><p> Miss: The target is slowed (save ends).</p><p></p><p><strong>(close) Circle of Withering (necrotic) * Recharges when first bloodied</strong></p><p> Attack: Close burst 3 (each enemy in burst); +23 vs. Fortitude.</p><p> Hit: 2d12+11 necrotic damage, and the target is slowed and weakened (save ends both).</p><p></p><p><strong>(close) Temporal Shock (necrotic) * Recharge 5 6</strong></p><p> Requirement: The quarut must be bloodied.</p><p> Attack: Close blast 4 (each creature in blast); +23 vs. Reflex.</p><p> Hit: 3d6+12 necrotic damage, and the target chooses one: the target is knocked prone, the target is slowed (save ends) or the target is dazed until the end of its next turn.</p><p> Miss: Half damage.</p><p></p><p><strong>MOVE ACTIONS </strong></p><p><strong>Astral Step (teleportation) * At Will</strong></p><p> Effect: The quarut teleports 6 squares. Each creature adjacent to its arrival space is slowed until the end of that creature's next turn.</p><p>---</p><p>Str 25 Dex 26 Wis 17 </p><p>Con 22 Int 14 Cha 20 </p><p>Alignment unaligned Languages Supernal </p><p></p><p><strong><span style="font-size: 15px">Varakhut --- Level 26 Soldier </span></strong> </p><p>Large immortal animate (construct) --- XP 9,000 </p><p><em> A varakhut is an abstract-loking creature composed of a series of solid polygons joined together with intricate clockwork gears. Its lower body ends in a point, upon which the inevitable balances easily. It has two arms with clockwork mechanical digits capable of fine manipulation. The observant sometimes glimpse spheres that resemble planets and galaxies within the workings of a varakhut. These inevitables defend the rightful place of the powers, such as gods, primordials, arch-devils and the like. A varakhut's mission is to hunt down and destroy those who would usurp the powers and position of such a power. </em></p><p>HP 214; Bloodied 107 Initiative +17 </p><p>AC 42; Fortitude 38; Reflex 38; Will 40 Perception +17 </p><p>Speed 7, fly 8 (hover) </p><p></p><p><strong>STANDARD ACTIONS </strong></p><p><strong>(mbasic) Slam * At Will </strong></p><p> Attack: Melee 2 (one creature); +31 vs. AC.</p><p> Hit: 4d12+8 damage, and the varakhut marks the target (save ends).</p><p></p><p><strong>(close) Dispelling Blast * At Will</strong></p><p> Attack: Close blast 3 (each conjuration or zone in the blast); +29 vs. creator's Will.</p><p> Hit: The conjuration or zone ends.</p><p></p><p><strong>(ranged) Forcecage (zone) * Encounter</strong></p><p> Attack: Ranged 10 (one creature); +29 vs. Reflex.</p><p> Hit: The target's space becomes a zone that is a cage of force containing the target that lasts until destroyed or until the end of the encounter. The target cannot move or be subject to forced movement while in the cage, and no creature has line of effect to the target (though all creatures have line of sight to it), nor does it have line of effect to any other creature. The cage can be attacked; its defenses are all 36, it has 100 hit points and it has immune to necrotic and psychic damage.</p><p></p><p><strong>MINOR ACTIONS </strong></p><p><strong>Self-Repair (healing) * Encounter</strong></p><p> Requirement: The varakhut must be bloodied.</p><p> Effect: The varakhut regains 50 hit points.</p><p></p><p><strong>TRIGGERED ACTIONS </strong></p><p><strong>(close) Hold Target (charm) * At Will </strong></p><p> Trigger: A creature marked by the varakhut makes an attack that does not include the varakhut as a target.</p><p> Attack (Opportunity Action): Close burst 5 (the triggering creature); +29 vs. Will. </p><p> Hit: The varakhut slides the target 2 squares, and the target is immobilized (save ends).</p><p>---</p><p>Str 22 Dex 15 Wis 19 </p><p>Con 18 Int 18 Cha 29 </p><p>Alignment unaligned Languages Supernal</p></blockquote><p></p>
[QUOTE="the Jester, post: 6111477, member: 1210"] [B][SIZE=5]INEVITABLE [/SIZE] Source:[/B] 3.5 Monster Manual (zelekhut, kolyarut); 3e Fiend Folio (quarut, varakhut). The inevitables are strange clockwork creatures that are relics of a previous cosmology that was shattered by the final victory of Chaos in the Great War of Ethics. Inevitables consider themselves to be agents of law, similar to maruts, but they answer to no authority and seem bent on overturning the very nature of the cosmos and returning it to its previous state. [B]Forsaken by the Maruts:[/B] According to some scholars, the maruts were once a type of inevitable, but they have forsaken the rest of their kind and sought their own path among the astral realms. Other sages wryly point out that this itself is evidence that the order the inevitables represent (or once represented) is no longer tenable. [B]Organized and Driven:[/B] The inevitables are extraordinarily organized, working together like the cogs that make up a single machine. They are driven to “correct” what they perceive as the cosmic errors that cast Law down at the end of the Great War of Ethics, carrying out complex and protracted schemes designed to “restore” the order that the inevitables perceive to be missing from the world. [B][SIZE=4]Zelekhut --- Level 12 Skirmisher [/SIZE][/B] Large immortal animate (construct) --- XP 700 [I] A zelekhut resembles a centaur constructed of intricate clockwork. It wears ornate gold armor over alabaster skin and wields a spiked chain that is built in to its body. Zelekhuts claim to be charged with hunting down creatures that seek to escape their rightful punishment.[/I] HP 119; Bloodied 59 Initiative +13 AC 25; Fortitude 22; Reflex 25; Will 24 Perception +12 Speed 7, fly 8 [B]TRAITS Clockwork Flight[/B] While it is in flight, a zelekhut gains a +2 bonus to AC and Reflex. [B]STANDARD ACTIONS (mbasic) Chain Strike * At Will [/B] Attack: Melee 2 (one creature); +17 vs. AC. Hit: 2d6+5 damage. [B]Double Strike * At Will[/B] Effect: The zelekhut uses chain strike twice. [B](ranged) Arrest Miscreant (psychic) * Recharge 5 6[/B] Attack: Ranged 10 (one creature); +15 vs. Will. Hit: 4d8+7 psychic damage, and the target is immobilized (save ends). [B](ranged) Punishing Blast (necrotic) * At Will[/B] Attack: Ranged 10 (one creature); +15 vs. Reflex. Hit: 3d6+6 necrotic damage, and the target is weakened (save ends). --- Str 21 Dex 20 Wis 23 Con 15 Int 10 Cha 15 Alignment unaligned Languages Supernal [B][SIZE=4]Kolyarut --- Level 15 Brute [/SIZE][/B] Medium immortal animate (construct) --- XP 1,200 [I]A kolyarut appears to be a red-skinned humanoid made up of mechanical parts. It is armored in ornate golden bands and a flowing gold and red robe. A gleaming sword is built in to one hand. A kolyarut metes out punishment to those who willingly break oaths or contracts.[/I] HP 153; Bloodied 76 Initiative +8 AC 27; Fortitude 27; Reflex 27; Will 29 Perception +15 Speed 6 [B]STANDARD ACTIONS (mbasic) Long Sword * At Will [/B] Attack: Melee 1 (one creature); +20 vs. AC. Hit: 4d8+11 damage. [B](melee) Vampiric Strike (healing, necrotic) * Recharge when first bloodied[/B] Attack: Melee 1 (one creature); +18 vs. Fortitude. Hit: 4d8+11 necrotic damage, and the kolyarut regains 20 hit points. [B](ranged) Enervating Ray (necrotic) * At Will[/B] Attack: Ranged 20 (one creature); +18 vs. Reflex. Hit: 3d6+9 necrotic damage, and the target is slowed (save ends). [B]MINOR ACTIONS Illusory Disguise (illusion) * At Will[/B] Effect:The kolyarut cloaks its true form with the illusion of any medium humanoid. A creature within 2 squares of the kolyarut may make spend a standard action to make an Insight check, DC 22, to discern the true form of the kolyarut. --- Str 14 Dex 13 Wis 26 Con 13 Int 10 Cha 16 Alignment unaligned Languages Supernal [B][SIZE=4]Quarut --- Level 22 Elite Skirmisher [/SIZE][/B] Medium immortal animate (construct) --- XP 8,300 [I] A quarut has a generally humanoid form, although it is mechanical in nature, like all inevitables. Its body is full of gears and pistons. There are a plethora of hourglasses and timepieces set within it. Its outer plating is etched with various symbols and glyphs involving time. In place of a head, it has a continually flowing hourglass. A quarut's function is to guard two of the most precious and tenuous things of all: time and space.[/I] HP 412; Bloodied 206 Initiative +21 (plus see haste) AC 36; Fortitude 34; Reflex 36; Will 34 Perception +14 Speed 6 Saving Throws +2; Action Points 1 [B]TRAITS Haste [/B] The quarut rolls twice for initiative and takes a full turn twice per round. [B]STANDARD ACTIONS (mbasic) Slam * At Will [/B] Attack: Melee 1 (one creature); +27 vs. AC. Hit: 4d10+8 damage. [B](melee) Temporal Stasis (necrotic) * Recharges when first bloodied[/B] Attack: Melee 1 (one creature); +25 vs. Will. Hit: The target takes 30 necrotic damage and is placed in stasis (save ends). While in stasis, the target cannot take actions, is immune to all damage and cannot be targeted by any creature. Aftereffect: The target is slowed (save ends). Miss: The target is slowed (save ends). [B](close) Circle of Withering (necrotic) * Recharges when first bloodied[/B] Attack: Close burst 3 (each enemy in burst); +23 vs. Fortitude. Hit: 2d12+11 necrotic damage, and the target is slowed and weakened (save ends both). [B](close) Temporal Shock (necrotic) * Recharge 5 6[/B] Requirement: The quarut must be bloodied. Attack: Close blast 4 (each creature in blast); +23 vs. Reflex. Hit: 3d6+12 necrotic damage, and the target chooses one: the target is knocked prone, the target is slowed (save ends) or the target is dazed until the end of its next turn. Miss: Half damage. [B]MOVE ACTIONS Astral Step (teleportation) * At Will[/B] Effect: The quarut teleports 6 squares. Each creature adjacent to its arrival space is slowed until the end of that creature's next turn. --- Str 25 Dex 26 Wis 17 Con 22 Int 14 Cha 20 Alignment unaligned Languages Supernal [B][SIZE=4]Varakhut --- Level 26 Soldier [/SIZE][/B] Large immortal animate (construct) --- XP 9,000 [I] A varakhut is an abstract-loking creature composed of a series of solid polygons joined together with intricate clockwork gears. Its lower body ends in a point, upon which the inevitable balances easily. It has two arms with clockwork mechanical digits capable of fine manipulation. The observant sometimes glimpse spheres that resemble planets and galaxies within the workings of a varakhut. These inevitables defend the rightful place of the powers, such as gods, primordials, arch-devils and the like. A varakhut's mission is to hunt down and destroy those who would usurp the powers and position of such a power. [/I] HP 214; Bloodied 107 Initiative +17 AC 42; Fortitude 38; Reflex 38; Will 40 Perception +17 Speed 7, fly 8 (hover) [B]STANDARD ACTIONS (mbasic) Slam * At Will [/B] Attack: Melee 2 (one creature); +31 vs. AC. Hit: 4d12+8 damage, and the varakhut marks the target (save ends). [B](close) Dispelling Blast * At Will[/B] Attack: Close blast 3 (each conjuration or zone in the blast); +29 vs. creator's Will. Hit: The conjuration or zone ends. [B](ranged) Forcecage (zone) * Encounter[/B] Attack: Ranged 10 (one creature); +29 vs. Reflex. Hit: The target's space becomes a zone that is a cage of force containing the target that lasts until destroyed or until the end of the encounter. The target cannot move or be subject to forced movement while in the cage, and no creature has line of effect to the target (though all creatures have line of sight to it), nor does it have line of effect to any other creature. The cage can be attacked; its defenses are all 36, it has 100 hit points and it has immune to necrotic and psychic damage. [B]MINOR ACTIONS Self-Repair (healing) * Encounter[/B] Requirement: The varakhut must be bloodied. Effect: The varakhut regains 50 hit points. [B]TRIGGERED ACTIONS (close) Hold Target (charm) * At Will [/B] Trigger: A creature marked by the varakhut makes an attack that does not include the varakhut as a target. Attack (Opportunity Action): Close burst 5 (the triggering creature); +29 vs. Will. Hit: The varakhut slides the target 2 squares, and the target is immobilized (save ends). --- Str 22 Dex 15 Wis 19 Con 18 Int 18 Cha 29 Alignment unaligned Languages Supernal [/QUOTE]
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