Inevitable

Inevitable

Quarut

Medium Construct (Extraplanar, Lawful)
Hit Dice: 18d10+20 (119 hp)
Initiative: +5
Speed: 50 ft. (10 squares)
Armor Class: 31 (+1 Dex, +7 half-plate, +13 natural), touch 11, flat-footed 30
Base Attack/Grapple: +13/+18
Attack: Slam +18 melee (3d6+5)
Full Attack: 2 slams +18 melee (3d6+5)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Construct traits, damage reduction 15/chaotic and adamantine, fast healing 15, spell resistance 28
Saves: Fort +6, Ref +7, Will +9
Abilities: Str 20, Dex 13, Con —, Int 14, Wis 17, Cha 20
Skills: Knowledge (arcana) +26, Listen +26, Spellcraft +28, Spot +26
Feats: Alertness, Blind-Fight, Combat Casting, Combat Reflexes, Improved Initiative, Skill Focus (Knowledge [arcana]), Skill Focus (Spellcraft)
Environment: Any land and underground (Mechanus)
Organization: Solitary
Challenge Rating: 17
Treasure: None
Alignment: Always lawful neutral
Advancement: 19–24 HD (Mediumsize); 25–54 HD (Large)
Level Adjustment:

Quaruts are among the most powerful of inevitables in existence. They protect two of the most precious and tenuous things of all: time and space. They use their uncanny sense of both temporal and spatial awareness to know when transgressions that disrupt the time-space continuum are taking place, and then they hunt down the perpetrators.

A quarut appears humanoid in form, though that is where the resemblance ends. Typical of most inevitables, a quarut has a clockwork body, complete with gears and pistons. Numerous small timepieces and hourglasses function within its body. A quarut wears extremely fine half-plate armor that is etched with various symbols involving time. In place of a head, it has a continually flowing hourglass. Sometimes the sand inside the hourglass seems to be flowing up; no quarut has ever explained why this is so.

Quaruts are concerned about spellcasters who use such powerful magic as limited wish, miracle, temporal stasis, time stop, and wish. In the eyes of a quarut, the use of these spells plays havoc with the universe and risks all beings. However, despite their displeasure with spellcasters that use these spells and abilities, quaruts employ most of these spells with impunity.

Combat

Quaruts try to end a combat as a quickly as possible by using their temporal stasis ability to imprison the offender in a bubble of null time.

Spell-Like Abilities: At will⁠—​dimension door, dominate person, greater dispel magic, haste, hold monster, locate creature, mass inflict light wounds, true seeing; 3/day⁠—​temporal stasis; 1/day⁠—​circle of death, forcecage, greater teleport (self plus maximum load of objects), limited wish, mark of justice, time stop; 1/week⁠—​geas/quest, plane shift. Caster level 18th; save DC 15 + spell level.

Source: Fiend Folio, page 102. Changes applied as per the D&D® v.3.5 Accessory Update. Changed location person to locate creature.

Varakhut

Large Construct (Extraplanar, Lawful)
Hit Dice: 22d10+30 (151 hp)
Initiative: +6
Speed: 50 ft. (10 squares), fly 50 ft. (good)
Armor Class: 35 (−1 size, +2 Dex, +8 full plate armor, +16 natural), touch 12, flat-footed 33
Base Attack/Grapple: +16/+26
Attack: Slam +21 melee (2d10+6)
Full Attack: 2 slams +21 melee (2d10+6)
Space/Reach: 10 ft./10 ft.
Special Attacks: Dispelling blast, spell-like abilities
Special Qualities: Construct traits, damage reduction 50/+5, fast healing 20, spell resistance 30
Saves: Fort +9, Ref +11, Will +13
Abilities: Str 22, Dex 15, Con —, Int 18, Wis 19, Cha 22
Skills: Decipher Script +29, Knowledge (arcana) +31, Knowledge (history) +31, Knowledge (religion) +31, Knowledge (the planes) +29, Spellcraft +33, Survival +4 (+6 on other planes)
Feats: Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Skill Focus (Knowledge [arcana]), Skill Focus (Knowledge [history]), Skill Focus (Knowledge [religion]), Skill Focus (Spellcraft)
Environment: Any land and underground (Mechanus)
Organization: Solitary
Challenge Rating: 19
Treasure: None
Alignment: Always lawful neutral
Advancement: 23–33 HD(Large); 34–66 HD (Huge)
Level Adjustment:

Varakhuts are defenders of the gods. While inevitables themselves do not worship any entity, they understand the necessity of these beings and know that their demise would bring nothing but chaos to the universe. They hunt down those that attempt to usurp the power of the gods for themselves.

Varakhuts are abstract-looking beings roughly humanoid in form. Their bodies are blocky and made up of intricate clockwork. Small spheres resembling planets and galaxies can sometimes be glimpsed inside their metal framework.

Varakhuta do not act on behalf of any particular deity and have defended the entire spectrum of pantheons, moralities, and ethical outlooks.

Combat

Varakhut typically release their dispelling blast multiple times to soften up a target before pummeling them with other spells and finally their fists.

Dispelling Blast (Sp): Three times per day, as a standard action, a varakhut can release a blast of negative energy that acts like a greater dispel magic, but it affects everything in a 30-foot burst. Caster level 19th.

Spell-Like Abilities: At will⁠—​circle of death, dimension door, dominate monster, haste, hold monster, locate creature, mass inflict light wounds, true seeing; 3/day⁠—​forcecage, greater teleport (self plus maximum load of objects only), limited wish, mark of justice, time stop; 1/day⁠—​geas/quest, meteor swarm, plane shift, soul bind, wish. Caster level 19th; save DC 16 + spell level).

Source: Fiend Folio, page 103. Changes applied as per the D&D® v.3.5 Accessory Update. Changed location person to locate creature.