13 - Inevitable, Arbiter; CR: 2; XP: 600; Align: LN; Tiny outsider (extraplanar, inevitable, lawful)
Init: +3; Senses: darkvision 60 ft., detect chaos, low-light vision; Perception +5
DEFENSE: AC: 16; TAC: 15; FFAC: 13; HD: 2d10+4; HP: 15; regeneration 2 (chaotic); Saves: For: +5, Ref: +3, Will: +3; SR: 13; Defensive Abilities: constant vigilance, constructed
OFFENSE: Speed: 20 ft., fly 50 ft. (average); Melee: short sword +7 (1d3/19-20); Space: 2.5 ft.; Reach: 0 ft.; Special Attacks: electrical burst;
Spell-Like Abilities: (CL 2nd; concentration +4);
Constant - detect chaos
3/day - command (DC 13), make whole, protection from chaos
1/week - commune (CL 12th, 6 questions)
Statistics: Str: 11; Dex: 16; Con: 14; Int: 11; Wis: 11; Cha: 14; BAB: +2; CMB: +3; CMD: 13
Feats: Flyby Attack, Weapon FinesseB
Skills: Outsider (6+Int/HD): Bluff (Ch)(c), Craft ( ) (I)(c), Diplomacy (Ch)(c) +7, Fly (D)(c) +12,Knowledge (Planes) (I*)(c) +5, Perception (W)(c) +5, Sense Motive (W)(c) +5, Stealth (D)(c) +16
Special Abilities:
Constant Vigilance (Su): An arbiter gains a +4 bonus to recognize and disbelieve illusions created by creatures with the chaotic subtype or possessing the chaotic descriptor.
Electrical Burst (Ex): An arbiter can release electrical energy from its body in a 10-foot-radius burst that deals 3d6 electricity damage (DC 13 Reflex half). Immediately following such a burst, the arbiter becomes stunned for 24 hours. The save DC is Constitution-based.
Locate Inevitable (Su): An arbiter can always sense the direction of the nearest non-arbiter inevitable on the plane, the better to help it report back to its superiors. It cannot sense the range to this inevitable.
Languages: truespeech
Special Qualities: locate inevitable
Environment: any
Organization: solitary, pair, or flock (3–14)
Treasure: none
"A sphere of bronze and copper set with a single eye, this winged creature has two clawed hands, one of which clutches a knife."
Clockwork Golem; CR: 12; XP: 19,200; Align: N; Large construct
Init: +1; Senses: darkvision 60 ft., low-light vision; Perception +0
DEFENSE: AC: 26; TAC: 10; FFAC: 25; HD: 16d10+30; HP: 118; Saves: For: +5, Ref: +6, Will: +5; DR: 10/adamantine; Immune: construct traits, magic
OFFENSE: Speed: 30 ft.; Melee: 2 slams +23 (2d10+8 plus grab); Space: 10 ft.; Reach: 10 ft.; Special Attacks: death burst, grind, wall of gears
Statistics: Str: 27; Dex: 12; Con: -; Int: -; Wis: 11; Cha: 1; BAB: +16; CMB: +25 (+29 grapple); CMD: 36
Special Abilities:
Death Burst (Ex): When a clock golem is reduced to 0 or fewer hit points, it explodes in a shower of razor-sharp gears and debris. All creatures within a 10-foot burst take 12d6 points of slashing damage - a DC 18 Reflex save results in half damage. The save DC is Constitution-based.
Grind (Ex): A clockwork golem deals an additional 2d10+12 points of slashing damage when it makes a successful grapple check as razor-sharp gears and blades emerge from its body to grind and slice its foe.
Immunity to Magic (Ex): A clockwork golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against a clockwork golem, as noted below.
- a grease spell cast on the golem causes it to move quickly for 1d6 rounds, as if under the effects of haste.
- a rusting grasp spell deals damage to a clockwork golem normally, and makes the golem staggered for 1d6 rounds (no save).
Wall of Gears (Su): As a standard action, a clockwork golem can fold into a whirling wall of grinding gears measuring 10 feet by 10 feet or 5 feet by 20 feet. Anyone passing through the wall takes 15d6 points of slashing damage. If the wall appears in a creature's space, that creature can attempt a DC 18 Reflex save to leap to one side and avoid the damage entirely. The clockwork golem can take no actions while in this form except to resume its normal form as a move action. A clockwork golem's AC and immunities remain the same while it is in this form.
Organization: solitary or gang (2-4)
Treasure: none
"A vaguely humanoid shape made of metal lurches to life with the grinding whir and frantic ticking of hundreds of gears."
Bottle is located in a drain-
Sevveris
Polong; CR: 8; XP: 4,800; Align: NE; Medium undead (incorporeal)
Init: +8; Senses: darkvision 60 ft., Perception +15; Aura murderous intent (30 ft.)
DEFENSE: AC: 19; TAC: 19; FFAC: 15; HD: 10d8+50; HP: 95; Saves: For: +8, Ref: +7, Will: +11; Defensive Abilities: incorporeal; channel resistance +2; Immune: undead traits Weaknesses bottle-bound (DC 22)
OFFENSE: Speed: fly 40 ft. (perfect); Melee: incorporeal touch +12 (6d8 plus 1d4 bleed and terrible wounds); Special Attacks: bleed (1d4), terrible wounds
Statistics: Str: -; Dex: 18; Con: -; Int: 13; Wis: 14; Cha: 20; BAB: +7; CMB: +11; CMD: 26
Feats: Blind-Fight, Improved Initiative, Iron Will, Skill Focus (Intimidate), Weapon Focus (incorporeal touch)
Skills: Undead: (4+Int/HD) Climb (S)(c), Disguise (Ch)(c), Fly (D)(c) +25, Intimidate (Ch)(c) +24, Knowledge (Arcana) (I*)(c), Knowledge (Religion) (I*)(c), Perception (W)(c) +25, Sense Motive (W)(c), Spellcraft (I*)(c), Stealth (D)(c) +17, Survival (W) +12
Special Abilities:
Bottle-Bound (Su): A polong is bound to a bottle as part of the ritual to create it. A polong must remain within 1 mile of its bottle, and regains 1d8+5 hit points for each hour it spends inside its bottle. If a polong’s bottle (AC 11, hardness1, hp 1) is destroyed, the polong is considered staggered until the bottle reforms in 24 hours. Once per day, a creature that possesses a polong’s bottle can attempt to take control of the polong for 24 hours as if the polong where under the effect of a dominate monster spell. The polong can attempt a DC 20 Will save to negate this effect.
A creature that’s controlling the polong is immune to its murderous intent aura.
Murderous Intent (Su): A polong generates a seething aura of unrestrained violence and malicious intent. As an immediate action, a polong can attempt an Intimidate check to demoralize any creature entering its aura. A creature that doesn’t become demoralized is immune to the polong’s aura for 24 hours. This is a mind-affecting fear effect.
Terrible Wounds (Su): A polong’s touch deals slashing damage, and opens up terrible gashes. Each round a creature takes bleed damage from the polong’s touch attack, it must succeed at a DC 20 Fortitude saving throw or take 2 points of Constitution damage. The save DC is Charisma-based.
Languages: Common
Special Qualities:
Environment: any
Organization: solitary
Treasure: standard, 3,350gp
"This crimson spectral creature drips with blood, its skeletal face contorted with malice."