Varakhut (CR 19)

Large Construct (Extraplanar and Lawful)
Alignment: Always lawful neutral
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Languages: Abyssal, Celestial, Infernal, and the native language of their first target

AC: 35 (-1 size, +2 Dex, +8 full plate armor, +16 natural), touch 12, flat-footed 33
Hit Dice: 22d10+30 (151 hp); DR: 20/chaotic and adamantine
Fort +9, Ref +11, Will +13
Speed: 50 ft., fly 50 ft. (good)
Space: 10 ft./10 ft.
Base Attack +16; Grapple +26
Attack: Slam +21 melee
Full Attack: 2 slams +21 melee
Damage: Slam 2d10+6
Special Attacks/Actions: Dispelling blast, spell-like abilities
Abilities: Str 22, Dex 15, Con -, Int 18, Wis 19, Cha 22
Special Qualities: Construct traits, fast healing 20, SR 30
Feats: Great Fortitude; Improved Initiative; Iron Will; Lightning Reflexes; Skill Focus (Knowledge [arcana]); Skill Focus (Knowledge [history]); Skill Focus (Knowledge [religion]); Skill Focus (Spellcraft)
Skills: Decipher Script +29, Knowledge (arcana) +31, Knowledge (history) +31, Knowledge (religion) +31, Knowledge (the planes) +29, Spellcraft +33, and Survival +4 (+6 on other planes)
Advancement: 23-33 HD (Large); 34-66 HD (Huge)
Climate/Terrain: Any land and underground (Mechanus)
Organization: Solitary
Treasure/Possessions: None

Source: Fiend Folio

Dispelling Blast (Sp): Three times per day, as a standard action, a varakhut can release a blast of negative energy that acts like a greater dispelling, but it affects everything in a 30-foot burst. Caster level 19th.

Spell-like Abilities: At will - circle of death, circle of doom, dimension door, dominate monster, haste, hold monster, locate person, true seeing; 3/day - forcecage, limited wish, mark of justice, teleport without error (self plus maximum load of objects only), time stop; 1 day - geas/quest, meteor swarm, plane shift, soul bind, wish. Caster level 19th; save DC 16 + spell level).

Fast Healing (Ex): An inevitable regains lost hit points each round as long as it has at least 1 hit point. A varakhut regains lost hit points at the rate of 20 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow a varakhut 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).

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.

Varakhut typically release their dispelling blast multiple times to soften up a target before pummeling them with other spells and finally their fists.

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).