KolyarutCreature 12
Source Pathfinder Bestiary
Perception +23 ((+27 to detect lies); darkvision)
Languages Celestial, Infernal, Utopian, Truespeech
Skills Acrobatics +22, Athletics +27, Lore +22, Deception +20, Diplomacy +20, Survival +22
Str +7, Dex +4, Con +5, Int +1, Wis +4, Cha +2
AC 34; Fort +23; Reflex +24; Will +22; +1 status to all saves vs. magic
HP 215 (regeneration 15 (deactivated by chaotic)
Speed 25 feet
Immunities death effects, disease, emotion, poison, unconscious
Weaknesses Chaotic 15
Bastard Sword +26 (+21, +16) to hit (lawful, magical, two hand d12) 2d8+13 Slashing + 1d6 Lawful
Fist +23 (+19, +15) to hit (agile, lawful, magical) 1d10+11 Bludgeoning + 1d6 Lawful
Darkvision
A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.
TruespeechA kolyarut can speak with and understand any creature that has a language.
At-Will SpellsThe monster can cast its at-will spells any number of times without using up spell slots.
+1 Status to All Saves vs. MagicRegeneration 15 (Deactivated by Chaotic)This monster regains the listed number of Hit Points each round at the beginning of its turn. Its Dying condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4.
Divine Innate Spells (DC 32, +24 to hit)
1st Level: Command, Command (At Will), Illusory Disguise (At Will)
2nd Level: Invisibility (Self Only)
3rd Level: Paralyze
4th Level: Suggestion
8th Level: Discern Location
3rd Level: Geas
Kolyarut inevitables are enforcers of bargains and punishers of those who fail to uphold them. Their humanoid shape, ability to disguise themselves among a humanoid population, and diplomatic leanings make them the most approachable inevitables, and thus more likely to ally themselves with others. They are among the most talkative of all inevitables, naturally possessing a courtly grace and an encyclopedic knowledge of social customs, which they use to assist their efforts in gathering information on their targets or issuing challenges in a legal manner.
Aeons have always been the caretakers of reality and defenders of the natural order of balance. Each type of aeon takes on some form of duality in its manifestation and works either to shape the multiverse within the aspects of this duality in some way, or to correct imbalances to the perfect order of existence. Aeons can bring weal or woe when they appear in a region, and their machinations can raise a nation, raze it, or restore it from ruin. Their reasons are their own, and they rarely share their motivations with others-they simply create the results they insist through their strange envisioning communication are necessary to maintain the balance of the multiverse.
As a result of recent shifts in reality, aeons have begun to reassert a presence in the perfect planar city of Axis. To the aeons, this is merely the latest in a recurring cycle, albeit one that mortals have not yet borne witness to. Once regarded as an independent faction, the living machines known as inevitables are now revealed as having been agents of the aeons all along, and while inevitables have their own shared themes and features, they are very much living but constructed manifestations of the aeons' war against imbalance-particularly with regard to how this war is waged against the forces of chaos.
Aeons have a name for this cyclic return, in which they welcome the industrious axiomites back to their fold and bring the inevitables once again under their control: the "Convergence." At the onset of the Convergence, a council of pleroma aeons appeared in the Eternal City of Axis, where they revealed that axiomites were wayward aeons, split off long ago to pursue the act of creation. With the latest cycle of change it was time for the axiomites and their creations, the inevitables, to rejoin the aeon cause. While most axiomites and inevitables fell in line, realizing perhaps on a fundamental level of reality that what the aeons said was the truth, some refused to heed the call and waited for the wrath of the aeons-but that wrath has yet to come. The dual-natured aeons have responded to those who have declined in confusing ways. With some they treat and even bargain, while a handful of others they have destroyed, and a few have been exterminated by the axiomites and allied inevitables. But most of these quiet insurgents they leave alone, allowing these axiomites to continue to create in peace and the inevitables to continue with their duties. How-or if-this Convergence will end is as little understood as the aeons themselves.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AeonThese monitors are the self-styled defenders of reality. Traditional aeons have dualistic natures and forms, and they hold a dichotomy of interests, though axiomites and inevitables do not. Aeons other than axiomites and inevitables communicate via a strange telepathic hodgepodge of sensory sending called envisioning.