Quarut (CR 17)
Medium Construct (Extraplanar and Lawful)
Alignment: Always lawful neutral
Initiative: +5; Senses: Listen +26 and Spot +26
Languages: Abyssal, Celestial, Infernal, and the native language of their first target
AC: 31 (+1 Dex, +7 half-plate, +13 natural), touch 11, flat-footed 30
Hit Dice: 18d10+20 (119 hp); DR: 15/chaotic and adamantine
Fort +6, Ref +7, Will +9
Speed: 50 ft.
Space: 5 ft./5 ft.
Base Attack +13; Grapple +18
Attack: Slam +18 melee
Full Attack: 2 slams +18 melee
Damage: Slam 3d6+5
Special Attacks/Actions: Spell-like abilities
Abilities: Str 20, Dex 13, Con -, Int 14, Wis 17, Cha 20
Special Qualities: Construct traits, fast healing 15, SR 28
Feats: Alertness; Blind-fight; Combat Casting; Combat Reflexes; Improved Initiative; Skill Focus (Knowledge [arcana]); Skill Focus (Spellcraft)
Skills: Knowledge (arcana) +26, Listen +26, Spellcraft +28, and Spot +26
Advancement: 19-24 HD (Medium-size); 25-54 HD (Large)
Climate/Terrain: Any land and underground (Mechanus)
Unless their very existence is threatened, inevitables focus completely on the transgressor they have been assigned to, ignoring other combatants completely. An inevitable might attack anyone who hinders its progress, but it won't tarry beyond the time when it can reengage its quarry.
Quaruts try to end a combat as quickly as possible by using their temporal stasis ability to imprison the offender in a bubble of null time.
Spell-Like Abilities: At will - circle of doom, dimension door, dominate person, greater dispelling, haste, hold monster, locate person, true seeing; 3/day - temporal stasis; 1/day - circle of death, forcecage, limited wish, mark of justice, teleport without error (self plus maximum load of objects), time stop; 1/week - geas/quest, plane shift. Caster level 18th; save DC 15 + spell level.
Fast Healing (Ex): An inevitable regains lost hit points each round as long as it has at least 1 hit point. A quarut regains lost hit points at the rate of 15 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow a quarut to regrow or reattach lost body parts.
Construct Traits: An inevitable is immune to mind-affecting effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. The creature is not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. It cannot heal itself but can be healed through repair. It cannot be raised or resurrected. An inevitable has darkvision (60-foot range).
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.
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).