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Inevitable

Source Bestiary 2 pg. 161

Originally invented and forged in the Outer Planes by the axiomites, inevitables are living machines whose sole purpose is to seek out and destroy agents of chaos wherever they can.

During the height of the first war between law and chaos, while the Outer Planes were still forming from the raw chaos of the primal reality, inevitables were constructed by the axiomites as an unflinching army—soldiers powerful and devoted enough to march on the madness-inducing hordes of proteans who sought to unmake reality and return it all to the primal chaos they so adored. While this war has long since cooled to a simmer, and the reality of the Outer Planes is now not so easily threatened by the entropic influence of the proteans and their home plane, the defense of the axiomites' home plane remains the inevitables' primary goal. Despite the proteans' subsequent adaptation and study of how best to make themselves more resistant to the inevitables' attacks, these constructed soldiers remain imposingly effective.

Today, many inevitables—almost all of those encountered on the Material Plane—pursue a new aspect of their original mission: tracking down those who flagrantly flout the forces of law and redeeming them or, more often, eliminating the threat they present to the ordered nature of the multiverse. Matched on the side of chaos by the manipulative imentesh proteans, new inevitables awake to find themselves locked in a proxy war, knowing that losing the Material Plane to chaos would place their masters in a dangerous position.

Genderless, incorruptible, and caring nothing for power or personal advancement, inevitables are cunning and valiant shock troops in the service of law. Though they regularly interact with their creator race on their home plane, they have no society of their own, and are almost always encountered singly on other planes, each more than capable of pursuing its own mission. These individual crusades range from enforcing important or high-profile contracts and laws to forcibly correcting those mortals who would seek to cheat death. How they deal with the guilty varies according to the transgression: sometimes this means a simple geas or mark of justice to ensure that the target works to right his wrongs or never again strays from the path of law, but just as often an offense worthy of an inevitable's attention is severe enough that only immediate execution will suffice. Such decisions are not always popular—for the kindly priest who transcends mortality and the freedom fighter who battles the evil-yet-rightful king are every bit as guilty as grave-robbing necromancers and demon-worshipers—but the inevitables are always just, and few dare stand in the way of their judgment. Those inevitables who have completed a given mission often wander through whatever society they find themselves in, seeking other lawbreakers worthy of their ministrations. Brave souls with a worthy cause are always welcome to approach an inevitable and present their case, but should be wary of invoking the help of such powerful, single-minded beings—for an inevitable may not see the situation the same way they do, and though all inevitables do their best to preserve innocent life, they're not above sacrificing a few allies or innocents in an effort to bring down a greater villain.

Physically, inevitables often have humanoid forms or aspects, but their bodies appear somewhere between clockwork constructs and fine statues in the greatest classical tradition. Constructed of stone, adamantine, and even more precious materials, each inevitable is brought to sentience in the axiomites' forges already programmed with the details of its first target. Though they know that all beings outside of the lawful planes harbor chaos in their hearts, inevitables also understand that such conflicted creatures may yet be forces for law as much as for chaos, and thus overlook all but the most flagrant offenses. The most commonly recognized types of inevitables are as follows.

Arbiters: Scouts and diplomats, often assigned to wizards as familiars in the hopes of directing such individuals to the cause of law.

Kolyaruts: Cloaked and stealthy humanoid warriors who track and punish those who break contracts.

Lhaksharuts: Juggernauts who search for permanent breaches and links between planes and invasions from one dimension to another.

Maruts: Towering beings of stone, steel, and storm who bring a fitting end to those mortals who try to cheat death in attempts to live forever.

Zelekhuts: Winged, centaur-like constructs who track down those who flee just and legal punishment, returning them to their rightful judges or carrying out the sentence themselves.

Primal Inevitables

While the lhaksharuts are generally thought of as the most powerful caste of inevitable, there exist others of even greater skill and strength—these are known as the primal inevitables. These goliaths were among the first weapons of war forged by the axiomites to fight the protean menace—the methods to create more have long been lost to the axiomites, and those few primals who remain alive to this day have become legendary. None have been encountered in living memory, but the possibility of a primal's emergence is enough to give the proteans second thoughts when ideas of invading the inevitables' home plane arise.

Creatures in "Inevitable" Category

NameCR
Arbiter2
Kastamut6
Kolyarut12
Lhaksharut20
Marut15
Novenarut4
Valharut11
Yarahkut14
Zelekhut9

Inevitable, Novenarut

Fashioned of jade and steel and wielding a gleaming katana, this mechanical samurai has six green gemstone eyes.

Novenarut CR 4

Source Planar Adventures pg. 236
XP 1,200
LN Medium outsider (extraplanar, inevitable, lawful)
Init +0; Senses darkvision 60 ft., low-light vision, detect chaos, deathwatch; Perception +18

Defense

AC 17, touch 10, flat-footed 17 (+7 natural)
hp 45 (6d10+12); regeneration 3 (chaotic)
Fort +7, Ref +2, Will +8
Defensive Abilities constructed, parry; SR 15

Offense

Speed 30 ft.
Melee mwk katana +12/+7 (1d8+4/18–20)
Special Attacks smite dishonorable foe
Spell-Like Abilities (CL 4th; concentration +6)
Constant—deathwatch, detect chaos
At will—command (DC 13), stabilize
3/day—cure moderate wounds
1/day—keen edge

Statistics

Str 18, Dex 11, Con 14, Int 11, Wis 16, Cha 15
Base Atk +6; CMB +10; CMD 20
Feats Alertness, Dazzling Display, Weapon Focus (katana)
Skills Diplomacy +11, Intimidate +11, Knowledge (planes) +9, Perception +18, Sense Motive +14, Survival +12; Racial Modifiers +4 Perception
Languages truespeech

Ecology

Environment any (Axis)
Organization solitary, pair, or skirmish (3–10)
Treasure standard (mwk katana, other treasure)

Special Abilities

Parry (Ex) As long as a novenarut carries its katana’s scabbard in one hand, it can attempt to parry one melee attack as an immediate action. When it attempts to parry, it makes an attack roll at its highest bonus as if with its katana (+12 for a typical novenarut); if the result is equal to or higher than the attacker’s attack roll, the novenarut parries the blow and takes no damage from the attack.

Smite Dishonorable Foe (Su) Once per day as a swift action, a novenarut can smite one creature that has acted dishonorably within the previous round by dealing sneak attack damage on the novenarut or on one of its allies within 30 feet, by using the dirty trick combat maneuver, or by attacking a helpless foe within 30 feet of the novenarut (at the GM’s discretion, similar acts can qualify as dishonorable actions as well). When the novenarut smites, it adds its Charisma bonus (+2 for the typical novenarut) as a bonus on attack rolls and its HD (6 for the typical novenarut) as a bonus on damage rolls against the dishonorable foe. Once activated, this ability persists until the target is defeated or 24 hours have passed (whichever comes first).

Dutiful and resolute, novenaruts serve the purpose of officiating honorable duels and structured combat. These inevitables resemble samurai in armor fashioned of plates of jade and steel that cover whirring metallic gears. Novenaruts have six compound green eyes, each of which consists of three green lenses that grant it an enhanced field of vision.

Typically, a novenarut does not concern itself with day-today battles of honor, focusing instead on conflicts or duels that have higher stakes, such as an honorable battle that determines the fate of a kingdom.