Jormengand
2016-06-03, 09:17 AM
Inevitable, Panarut
Size and Type: Medium construct (Extraplanar, Lawful)
Hit Dice: 10d10+20 (75 HP)
Initiative: +2
Speed: 30 ft (6 squares), Fly 30 ft (Perfect)
Armor Class: 12 (+2 Dex), touch 12, flat-footed 10
Base Attack/Grapple: +7/+5
Attack: Ray +9 or claw +9 (1d3-2 plus 1d4 int/wis/cha)
Full Attack: Ray +9/+4 or two rays +3/-1/-2 or two claws +9/+9 (1d3-2 plus 1d4 int/wis/cha)
Space/Reach: 5 ft/5 ft
Special Attacks: Spell-like abilities, ray mastery, crush will
Special Qualities: Construct Traits, damage reduction 10/chaotic good, darkvision 120 ft, fast healing 5, low-light vision, spell immunity
Saves: Fort +3, Ref +5, Will +3
Abilities: Str 6, Dex 14, Con Ø, Int 14, Wis 10, Cha 20
Skills: Bluff +38, Disguise +25, Hide +35, Intimidate +38, Move Silently +35
Feats: Eyes to the Sky, Life Leech, Live My Nightmare, Omniscient Whispers
Environment: Any
Organization: Solitary
Challenge Rating: 18
Treasure: Double standard
Alignment: Always Lawful Evil
Advancement: 11-15 HD (Medium)
Level Adjustment: -
You look upon a construct wrought of twisted gold and charred silver. The creature's arms coalesce from darkness into claws that look ready to cut through the light itself. Finally, you now know the appearance of the creature who had stalked you, and you now wish you hadn't.
A panarut is the twisted form of an inevitable designed to keep children from rebelling against their parents. However, a mistake in manufacturing wrought them into nightmare reavers, the monster under every child's bed and the nightmare in their heart. Rather than trying to right a wrong, they now stalk and terrorise creatures for the sheer hell of it.
Like other inevitables, panaruts speak abyssal, celestial, infernal, and the native language of their intended first target. Panaruts have intelligence above their peers, however, and also speak common. If their intended first target speaks common natively, it speaks their second language; if they have none then the panarut speaks elven.
Unlike other inevitables, their fast healing and damage reduction is only overcome by chaotic good attacks.
Combat
Panaruts do not engage in physical combat unless cornered, in which case they will lash out with claws. They never attempt to kill their target, instead wearing them down and returning again to humiliate them later. They destroy or flee from undead, constructs (especially other inevitables) and plant creatures, only standing their ground if it is more likely to keep the panarut from destruction than fleeing.
A panarut uses its illusions in conjunction with Crush Will to bring down a foe's mental abilities, and then strikes them with abilities such as crushing despair and bestow curse, before finally exhausting their prey and driving them insane. Not content just to plague the creature's waking moments, the panarut will use dreams and nightmares to rattle a creature beyond curability. Finally, it will instill in the creature suggestions that it should abandon its friends and perhaps even take its own life. Panaruts also use alarm spells to prevent creatures from sleeping.
Faced with a construct, the panarut uses greater invisibility unless it knows the creature can see through it, then uses deactivating rays to defeat the foe. Against undead, it will usually turn invisible and avoid them - although often its damage reduction and fast healing will let it go toe-to-toe with the undead without real (or sometimes any) risk of harm, its claws will take minutes or even hours to destroy the creature in question. Often, it will recruit another creature, usually an unwilling one, to tackle the undead. Similarly, it does not waste time fighting plant creatures when it is safer, faster, and more amusing to get someone else to do it. Panaruts avoid deathless and refuse to go near them, again using other creatures to do it for them. It is unknown why this is.
Spell-like abilities (Sp)
Panaruts have the following spell-like abilities (Caster level 20th). The save DCs are charisma-based, and are 15+spell level.
At Will: Alarm, Alter Self, Bane, Darkness, Dimension Door, Disguise Self, Dream, Energy Drain, Fear, Ghost Sound, Gust of Wind, Invisibility, Locate Creature, Nightmare, Suggestion
7/day: Confusion, Crushing Despair, Greater Invisibility, Knock, Silent Image, Teleport
3/day: Bestow Curse, Discern Location, Major Image, Seeming, Sending, Waves of Fatigue
1/day: Antipathy, Demand, Hallucinatory Terrain, Insanity, Mirage Arcana, Veil, Waves of Exhaustion
The following spells are always present on the panarut's person (caster level 20th). They can be dispelled, but the panarut can re-activate them as a free action.
Nondetection, Pass Without Trace, True Seeing, Undetectable Alignment
Ray Mastery (Su)
Panaruts can attack with Ray of Enfeeblement or Ray of Exhaustion without having to cast them. They also have a deactivating ray that causes a struck construct to take 6d6 points of damage, and a ray of insanity that deals 1d4 damage to each mental ability score.
Crush Will (Ex)
Violence inflicted by the panarut deals more mental damage than physical. A panarut deals 1d4 points of damage to each mental ability score when it strikes with its claw. Failing to disbelieve one of the panarut's illusions deals the same ability damage.
Spell Immunity (Ex)
Panaruts have immunity to spells which allow spell resistance.
Skills: Panaruts have a +20 racial bonus on bluff, disguise, hide, intimidate and move silently checks.
Size and Type: Medium construct (Extraplanar, Lawful)
Hit Dice: 10d10+20 (75 HP)
Initiative: +2
Speed: 30 ft (6 squares), Fly 30 ft (Perfect)
Armor Class: 12 (+2 Dex), touch 12, flat-footed 10
Base Attack/Grapple: +7/+5
Attack: Ray +9 or claw +9 (1d3-2 plus 1d4 int/wis/cha)
Full Attack: Ray +9/+4 or two rays +3/-1/-2 or two claws +9/+9 (1d3-2 plus 1d4 int/wis/cha)
Space/Reach: 5 ft/5 ft
Special Attacks: Spell-like abilities, ray mastery, crush will
Special Qualities: Construct Traits, damage reduction 10/chaotic good, darkvision 120 ft, fast healing 5, low-light vision, spell immunity
Saves: Fort +3, Ref +5, Will +3
Abilities: Str 6, Dex 14, Con Ø, Int 14, Wis 10, Cha 20
Skills: Bluff +38, Disguise +25, Hide +35, Intimidate +38, Move Silently +35
Feats: Eyes to the Sky, Life Leech, Live My Nightmare, Omniscient Whispers
Environment: Any
Organization: Solitary
Challenge Rating: 18
Treasure: Double standard
Alignment: Always Lawful Evil
Advancement: 11-15 HD (Medium)
Level Adjustment: -
You look upon a construct wrought of twisted gold and charred silver. The creature's arms coalesce from darkness into claws that look ready to cut through the light itself. Finally, you now know the appearance of the creature who had stalked you, and you now wish you hadn't.
A panarut is the twisted form of an inevitable designed to keep children from rebelling against their parents. However, a mistake in manufacturing wrought them into nightmare reavers, the monster under every child's bed and the nightmare in their heart. Rather than trying to right a wrong, they now stalk and terrorise creatures for the sheer hell of it.
Like other inevitables, panaruts speak abyssal, celestial, infernal, and the native language of their intended first target. Panaruts have intelligence above their peers, however, and also speak common. If their intended first target speaks common natively, it speaks their second language; if they have none then the panarut speaks elven.
Unlike other inevitables, their fast healing and damage reduction is only overcome by chaotic good attacks.
Combat
Panaruts do not engage in physical combat unless cornered, in which case they will lash out with claws. They never attempt to kill their target, instead wearing them down and returning again to humiliate them later. They destroy or flee from undead, constructs (especially other inevitables) and plant creatures, only standing their ground if it is more likely to keep the panarut from destruction than fleeing.
A panarut uses its illusions in conjunction with Crush Will to bring down a foe's mental abilities, and then strikes them with abilities such as crushing despair and bestow curse, before finally exhausting their prey and driving them insane. Not content just to plague the creature's waking moments, the panarut will use dreams and nightmares to rattle a creature beyond curability. Finally, it will instill in the creature suggestions that it should abandon its friends and perhaps even take its own life. Panaruts also use alarm spells to prevent creatures from sleeping.
Faced with a construct, the panarut uses greater invisibility unless it knows the creature can see through it, then uses deactivating rays to defeat the foe. Against undead, it will usually turn invisible and avoid them - although often its damage reduction and fast healing will let it go toe-to-toe with the undead without real (or sometimes any) risk of harm, its claws will take minutes or even hours to destroy the creature in question. Often, it will recruit another creature, usually an unwilling one, to tackle the undead. Similarly, it does not waste time fighting plant creatures when it is safer, faster, and more amusing to get someone else to do it. Panaruts avoid deathless and refuse to go near them, again using other creatures to do it for them. It is unknown why this is.
Spell-like abilities (Sp)
Panaruts have the following spell-like abilities (Caster level 20th). The save DCs are charisma-based, and are 15+spell level.
At Will: Alarm, Alter Self, Bane, Darkness, Dimension Door, Disguise Self, Dream, Energy Drain, Fear, Ghost Sound, Gust of Wind, Invisibility, Locate Creature, Nightmare, Suggestion
7/day: Confusion, Crushing Despair, Greater Invisibility, Knock, Silent Image, Teleport
3/day: Bestow Curse, Discern Location, Major Image, Seeming, Sending, Waves of Fatigue
1/day: Antipathy, Demand, Hallucinatory Terrain, Insanity, Mirage Arcana, Veil, Waves of Exhaustion
The following spells are always present on the panarut's person (caster level 20th). They can be dispelled, but the panarut can re-activate them as a free action.
Nondetection, Pass Without Trace, True Seeing, Undetectable Alignment
Ray Mastery (Su)
Panaruts can attack with Ray of Enfeeblement or Ray of Exhaustion without having to cast them. They also have a deactivating ray that causes a struck construct to take 6d6 points of damage, and a ray of insanity that deals 1d4 damage to each mental ability score.
Crush Will (Ex)
Violence inflicted by the panarut deals more mental damage than physical. A panarut deals 1d4 points of damage to each mental ability score when it strikes with its claw. Failing to disbelieve one of the panarut's illusions deals the same ability damage.
Spell Immunity (Ex)
Panaruts have immunity to spells which allow spell resistance.
Skills: Panaruts have a +20 racial bonus on bluff, disguise, hide, intimidate and move silently checks.