Kolyarut (CR 12)

Medium Construct (Extraplanar and Lawful)
Alignment: Always lawful neutral
Initiative: +1 (Dex); Senses: Listen +11 and Spot +11 Survival +3 (+5 following tracks)
Languages: Abyssal, Celestial, Infernal, and the native language of their first target


AC: 27 (+1 Dex, +10 natural, +6 band mail), touch 11, flat-footed 26
Hit Dice: 13d10+20 (91 hp); DR: 10/chaotic
Fort +6, Ref +7, Will +7
Speed: 30 ft. (20 ft. banded mail)
Space: 5 ft./5 ft.
Base Attack +9; Grapple +11
Attack: Vampiric touch +11 or enervation ray +10 ranged touch or +2 longsword +13 melee
Full Attack: Vampiric touch +11/+6 or enervation ray +10 ranged touch or +2 longsword +13/+6 melee
Damage: Vampiric touch 5d6; enervation ray as spell, +2 longsword 1d6+3
Special Attacks/Actions: Spell-like abilities, vampiric touch, enervation ray
Abilities: Str 14, Dex 13, Con -, Int 10, Wis 17, Cha 16
Special Qualities: SR 22, fast healing 5, construct
Feats: Alertness; Combat Casting; Great Fortitude; Lightning Reflexes; Quicken Spell-Like Ability (suggestion)
Skills: Diplomacy +5, Disguise +12, Listen +11, Search +5, Sense Motive +12, Spot +11 Survival +3 (+5 following tracks), and gather Information +12
Advancement: 14-22 HD (Medium-Size); 23-39 HD (Large)
Climate/Terrain: Clockwork Nirvana of Mechanus
Organization: Solitary
Treasure: None

Source: Monster Manual

Combat

Unless their very existence is threatened, inevitables focus completely on the transgressor they've been assigned to, ignoring other combatants completely. An inevitable might attack anyone who hinders its progress, but it won't tarry beyond the point where it can reengage its quarry. Inevitables take self-defense very seriously; anyone who attacks an inevitable with what the creature perceives as deadly force is met with deadly force in return.

Like all inevitables, kolyaruts are patient enough to study a target before striking. They have a good idea of the deal-breaker's abilities and defenses before they enter battle. When they fight, they try to get the conflict over as soon as possible, minimizing excess bloodshed and mayhem. They don't let concern for innocents delay or endanger their mission, however.

A kolyarut's favorite tactic is to use invisibility or alter self to sneak close, then eliminate the quarry with vampiric touch before it can react. Kolyaruts have no compunctions about using their vampiric touch ability on allies to increase their own power, if it helps them complete their mission.

Spell-Like Abilities: At will - alter self, discern lies, fear, hold person, invisibility, locate creature, suggestion; 1/day - hold monster, mark of justice; 1/week - geas/quest. These abilities are as the spells as cast by an 11th-level sorcerer (save DC 13 + spell level).

Vampiric Touch (Su): As a melee touch attack, a kolyarut can drain life force from its foe, as the vampiric touch spell cast by a 10th-level sorcerer.

Enervation Ray (Su): The kolyarut can fire a black enervation ray at targets within 200 feet. This is identical with the enervation spell cast by a 10th-level sorcerer.

Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.

Fast Healing (Ex): An inevitable heals a certain amount of damage each round as long as it has at least 1 hit point. However, damage dealt by blessed and chaotic weapons heals at the normal rate.

Extraplanar Subtype

A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.

Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.

Lawful Subtype

A subtype usually applied only to outsiders native to the lawful-aligned Outer Planes. Most creatures that have this subtype also have lawful alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a lawful alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the lawful subtype overcomes damage reduction as if its natural weapons and any weapons it wields were lawful-aligned (see Damage Reduction).