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<blockquote data-quote="Ferret" data-source="post: 1363600" data-attributes="member: 4052"><p>Whilst all of you have cornered good and bad, the balance must be preserved.</p><p></p><p>Indra</p><p>Huge Construct (Extraplanar, Lawful)</p><p>Hit Dice: 45d10+40 (292 hp)</p><p>Initiative: +1</p><p>Speed: 30 ft. in full plate armour (6 squares); base speed 40 ft.</p><p>Armour Class: 36 (–2 size, +1 Dex, +19 natural, +8 full plate armour), touch 9, flat-footed 36</p><p>Base Attack/Grapple: +33/+61</p><p>Attack: Slam +49 melee (4d6+20 19-20 plus 3d6 sonic or 3d6 electricity)</p><p>Full Attack: 2 slams +49 melee (4d6+20 19-20 plus 3d6 sonic or 3d6 electricity)</p><p>Space/Reach: 10 ft. /10 ft.</p><p>Special Attacks: Fists of thunder and lightning, spell-like abilities</p><p>Special Qualities: Construct traits, damage reduction 15/chaotic, darkvision 60 ft., fast healing 10, low-light vision, spell resistance 25</p><p>Saves: Fort +17, Ref +16, Will +18</p><p>Abilities: Str 50, Dex 12, Con —, Int 12, Wis 17, Cha 18</p><p>Skills: Concentration +25, Diplomacy +25, Knowledge (religion) +16, Listen +30, Search +15, Sense Motive +25, Spot +30, Survival +10 (+12 following tracks)</p><p></p><p>Feats: Ability Focus (fists), Awesome Blow, Combat Casting, Combat reflexes, Cleave, Great cleave, Great Fortitude, Greater Spell penetration, Improved Bull Rush, Improved critical (slam), Improved natural attack (slam), Improved Sunder, Quicken Spell-like ability (Plane shift), Power Attack, Spell penetration</p><p></p><p>Environment: A lawful-aligned plane</p><p>Organization: Solitary</p><p>Challenge Rating: 15</p><p>Treasure: None</p><p>Alignment: Always lawful neutral</p><p>Advancement: —</p><p>Level Adjustment: —</p><p></p><p>Those who have gain too much power by necromantic means, to be stop by ordinary Maruts. Great liches are hunted by these gigantic inevitables.</p><p></p><p>Those who wish to perverse the laws of nature; by creating army’s of undead or liches too powerful for normal control. The only way that returning the dead to life would draw one of these monolith’s attention is if they repeatedly revived beings of great power.</p><p></p><p>Combat</p><p>Any creature that can invite the attention of an Indra deserves, in this inevitable’s eyes, equal force. It typically uses wall of force to shut off any escape routes, then opens up with chain lightning while it closes to melee range. Once there, it strikes with its massive fists, using circle of death if beset by numbers of defenders. It hits spell casting opponents with repeated uses of greater dispel magic, and it uses dimension door and locate creature to track down foes who flee. In the freak chance it is over powered it uses a quickened plane shift, to recruit Maruts to aid it.</p><p></p><p>An Indra’s natural weapons, as well as any weapons it wields, are treated as lawful-aligned for the purpose of overcoming damage reduction.</p><p></p><p>Fists of Thunder and Lightning (Su): A Indra’s left fist delivers a loud thunderclap whenever it hits something, dealing an extra 3d6 points of sonic damage and causing the target to be deafened for 2d6 rounds (Fortitude DC 52 negates the deafness). Its right fist delivers a shock for an extra 3d6 points of electricity damage, and the flash of lightning causes the target to be blinded for 2d6 rounds (Fortitude DC 52 negates the blindness). The save DCs are Strength-based and include the Indra’s Ability Focus feat.</p><p></p><p>Spell-Like Abilities: At will—air walk, dimension door, fear (DC 18), greater command (DC 19), greater dispel magic, mass inflict light wounds (DC 19), locate creature, true seeing; 1/day—chain lightning (DC 20), circle of death (DC 20), mark of justice, wall of force; 1/week— earthquake (DC 22), geas/quest, plane shift (DC 21). Caster level 45th. The save DCs are Charisma-based.</p><p></p><p>Skills: An Indra has a +4 racial bonus on Concentration, Listen, and Spot checks.</p><p></p><p></p><p>Ok it doesn't compare to the fiends but its cool.</p></blockquote><p></p>
[QUOTE="Ferret, post: 1363600, member: 4052"] Whilst all of you have cornered good and bad, the balance must be preserved. Indra Huge Construct (Extraplanar, Lawful) Hit Dice: 45d10+40 (292 hp) Initiative: +1 Speed: 30 ft. in full plate armour (6 squares); base speed 40 ft. Armour Class: 36 (–2 size, +1 Dex, +19 natural, +8 full plate armour), touch 9, flat-footed 36 Base Attack/Grapple: +33/+61 Attack: Slam +49 melee (4d6+20 19-20 plus 3d6 sonic or 3d6 electricity) Full Attack: 2 slams +49 melee (4d6+20 19-20 plus 3d6 sonic or 3d6 electricity) Space/Reach: 10 ft. /10 ft. Special Attacks: Fists of thunder and lightning, spell-like abilities Special Qualities: Construct traits, damage reduction 15/chaotic, darkvision 60 ft., fast healing 10, low-light vision, spell resistance 25 Saves: Fort +17, Ref +16, Will +18 Abilities: Str 50, Dex 12, Con —, Int 12, Wis 17, Cha 18 Skills: Concentration +25, Diplomacy +25, Knowledge (religion) +16, Listen +30, Search +15, Sense Motive +25, Spot +30, Survival +10 (+12 following tracks) Feats: Ability Focus (fists), Awesome Blow, Combat Casting, Combat reflexes, Cleave, Great cleave, Great Fortitude, Greater Spell penetration, Improved Bull Rush, Improved critical (slam), Improved natural attack (slam), Improved Sunder, Quicken Spell-like ability (Plane shift), Power Attack, Spell penetration Environment: A lawful-aligned plane Organization: Solitary Challenge Rating: 15 Treasure: None Alignment: Always lawful neutral Advancement: — Level Adjustment: — Those who have gain too much power by necromantic means, to be stop by ordinary Maruts. Great liches are hunted by these gigantic inevitables. Those who wish to perverse the laws of nature; by creating army’s of undead or liches too powerful for normal control. The only way that returning the dead to life would draw one of these monolith’s attention is if they repeatedly revived beings of great power. Combat Any creature that can invite the attention of an Indra deserves, in this inevitable’s eyes, equal force. It typically uses wall of force to shut off any escape routes, then opens up with chain lightning while it closes to melee range. Once there, it strikes with its massive fists, using circle of death if beset by numbers of defenders. It hits spell casting opponents with repeated uses of greater dispel magic, and it uses dimension door and locate creature to track down foes who flee. In the freak chance it is over powered it uses a quickened plane shift, to recruit Maruts to aid it. An Indra’s natural weapons, as well as any weapons it wields, are treated as lawful-aligned for the purpose of overcoming damage reduction. Fists of Thunder and Lightning (Su): A Indra’s left fist delivers a loud thunderclap whenever it hits something, dealing an extra 3d6 points of sonic damage and causing the target to be deafened for 2d6 rounds (Fortitude DC 52 negates the deafness). Its right fist delivers a shock for an extra 3d6 points of electricity damage, and the flash of lightning causes the target to be blinded for 2d6 rounds (Fortitude DC 52 negates the blindness). The save DCs are Strength-based and include the Indra’s Ability Focus feat. Spell-Like Abilities: At will—air walk, dimension door, fear (DC 18), greater command (DC 19), greater dispel magic, mass inflict light wounds (DC 19), locate creature, true seeing; 1/day—chain lightning (DC 20), circle of death (DC 20), mark of justice, wall of force; 1/week— earthquake (DC 22), geas/quest, plane shift (DC 21). Caster level 45th. The save DCs are Charisma-based. Skills: An Indra has a +4 racial bonus on Concentration, Listen, and Spot checks. Ok it doesn't compare to the fiends but its cool. [/QUOTE]
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