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View Full Version : D&D 3.x Other [3.P] Sarkut inevitable



OttoVonBigby
2018-02-11, 05:05 PM
Don't click if you want to try to figure out the allusion for yourself:
Source material (https://en.wikipedia.org/wiki/Tarkus_(song))
Badass art of a sarkut attacking a manticore (https://cdna.artstation.com/p/assets/images/images/006/323/760/large/jerry-lofaro-jl-ke2-4-25-17.jpg)
And I must credit...sssssomebody on the Paizo boards for a comment that gave me the idea. Anyway, I just whipped this up in one sitting, so feel free to PEACH.

Inevitable, sarkut
Huge Construct (Extraplanar, Lawful)
Hit Dice: 34d10+72 (253 hp)
Initiative: +1
Speed: 50 ft., burrow 20 ft.
Armor Class: 35 (-2 size, +1 Dex, +14 natural, +12 plate barding), touch 9, flat-footed 34
Base Attack/Grapple: +23/+31
Attack: Energy blast +25 ranged touch (4d6+3 fire) or tail slap +30 melee (2d8+6)
Full Attack: 2 energy blasts +25/+20 ranged touch (4d6+3 fire)
Space/Reach: 15 ft./10 ft.
Special Attacks: Spell-like abilities, spectral torch, trample 4d6+18
Special Qualities: Construct traits, damage reduction 15/chaotic, darkvision 60 ft., fast healing 10, lifesense, low-light vision, spell resistance 25
Saves: Fort +13, Ref +12, Will +14
Abilities: Str 34, Dex 12, Con —, Int 12, Wis 17, Cha 16
Skills: Concentration +10, Diplomacy +13, Intimidate +25, Knowledge (nobility and royalty) +8, Perception +23, Search +21, Sense Motive +23, Survival +13 (+15 following tracks)
Feats: Alertness, Dodge, Great Fortitude, Grim Visage, Improved Toughness, Lifesense (Libris Mortis), Mobility, Point-Blank Shot, Precise Shot, Quicken Spell-Like Ability, Shot on the Run, Weapon Focus (energy blast)
Environment: Any land
Organization: Solitary
Challenge Rating: 14
Treasure: None
Alignment: Always lawful neutral

This creature looks like a clockwork armadillo, clad in thick metal plating and rolling on metallic treads. At each shoulder swivels a wide-barreled cannon. A tail, covered in the same spikes that adorn its shell, trails behind its aft end.

Sarkuts exist to hunt down and destroy beings who are directly responsible for starting wars for personal reasons, especially those who used duplicity to do so and were motivated by greed or other base motivations. Philosophically, sarkuts reluctantly accept that warfare has its place in the cosmos, but they relentlessly pursue warmongers who do not respect the awful gravity of war.

A sarkut may be the most direct of all inevitables. Upon being dispatched to a particular planar location, it rolls inexorably toward its prey, blasting anything or anyone that tries to stop it. Its fearsome appearance is warning enough to interlopers that they should give it a wide berth, but (in keeping with its hatred for unnecessary warfare) a sarkut always states its purpose, and names its quarry, before opening fire on others. If eluded, a sarkut engages locals in reconnaissance, and while its angry appearance sometimes inspires fearful reactions from non-inevitables, a sarkut is as emotionless as any of its kind.

The largest of the inevitables, a sarkut is the size of a house. Its armadillo-like head is limited in its movement range by its short neck, but its treads can roll the inevitable forward, spin it on its axis, and grind up dirt or stone to enable the sarkut to tunnel through earth. There is a tiny forward cabin, intended for maintenance access, behind a sarkut's head; willing targets can climb up the sarkut's lower jaw and enter this cabin if the sarkut opens its mouth. (Sarkuts do not have bite attacks and never attempt to swallow opponents.) A sarkut is 25 feet tall, 35 feet long from turrets to tail, and weighs 40 tons.

Combat
A sarkut exhibits little in the way of tactics: it blasts or rolls over anything unfortunate enough to earn its enmity. Nevertheless, they are capable of holding back their brutal might if a reason to do so should arise (such as the need to analyze an opponent). Its spell-like abilities are primarily geared towards ending hostilities with minimum harm. Against hostile groups, it always attacks (in order of priority) its warmongering quarry, any manticores that might be present, and the largest remaining targets. It attempts to trample enemies that have fire resistance or immunity.

Energy Blast (Ex)
A sarkut's main attack is its energy blast. An energy blast is a ray with a range increment of 30 feet. It is a ranged touch attack that affects a single target, allowing no saving throw. Its bonus damage is derived from the sarkut's Charisma score. A sarkut's blasts cannot affect Medium or smaller creatures that are directly in front of, or directly behind, the sarkut. Likewise, its port side turret cannot hit targets on its starboard side, and vice versa.

Spell-Like Abilities
At-will— clairaudience/clairvoyance, dimensional anchor, discern lies (DC 17), dispel magic, fear (DC 17), hold person (DC 16), locate creature, true seeing; 3/day— end to strife, greater dispel magic, spread of contentment; 1/week— geas/quest, plane shift (DC 20).

Spectral Torch (Su)
At will as a swift action, a sarkut can ignite the end of one of its turrets, creating a heatless vertical flame that functions as the spell rejuvenating light (Complete Champion), but with no limit to the duration (Fort save DC 27). However, while the spectral torch is lit, the sarkut can fire its energy blast only from the other turret. The sarkut can put out the spectral torch as an immediate action, or can switch turrets as a swift action.

Trample (Ex)
Reflex half DC 39. The save DC is Strength-based.

Skills
Sarkuts gain a +4 racial bonus on Perception checks.

Palanan
2018-02-11, 07:27 PM
This should be moved to the homebrew subforum (http://www.giantitp.com/forums/forumdisplay.php?15-Homebrew-Design), which is the best place to post and receive feedback on this sort of thing. You can report your own post (click on the small triangle in the lower left) and ask the mods to move it for you.

Karl Aegis
2018-02-11, 11:51 PM
I was expecting the Armydillo boss from Donkey Kong 64. Boo.