Inevitable

=Inevitable= Inevitables are constructs whose sole aim is to enforce the natural laws of the universe.

Each type of inevitable is designed to find and punish a particular kind of transgression, hunting down a person or group that has violated a fundamental principle. When an inevitable is created, it receives its first mission, then finds the transgressors and metes out appropriate punishment. The sentence is usually death, although some inevitables insist on compensation to the wronged party instead, using geas and mark of justice to ensure compliance. From its first step, an inevitable focuses totally on its target. It continues its efforts no matter how cold the trail or hopeless the task.

Inevitables are single-minded in pursuit of their quarry, but they are under orders to leave innocents alone. Accomplices to their prey are fair game, however, which sometimes creates conflicts within their programming.

Inevitables gladly sacrifice themselves to complete a mission, but they aren’t suicidal. Faced with impending defeat, they are likely to withdraw and seek a way to even the odds. They are determined but patient foes. They ally with others if that helps accomplish their mission, but they have a hard time keeping allies for long.

Inevitables tend to stick out in a crowd while they’re in observation mode, but they seem oblivious to the attention. Their forms vary, but all inevitables are gold-and-silver clockwork creatures, with gears and pistons where muscles would be on flesh-and-blood creatures. Their eyes glow with a golden radiance.

Note that unlike most constructs, inevitables have an Intelligence score and can think, learn, and remember.

Inevitables speak Abyssal, Celestial, Infernal, and the native language of their first target.

Features
A construct has the following features.
 * 10-sided Hit Dice.
 * Base attack bonus equal to 3/4 total Hit Dice (as cleric).
 * No good saving throws.
 * Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die, if the construct has an Intelligence score. However, most constructs are mindless and gain no skill points or feats.

Construct Traits
A construct possesses the following traits (unless otherwise noted in a creature’s entry).
 * No Constitution score.
 * Low-light vision.
 * Darkvision out to 60 feet.
 * Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
 * Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.
 * Cannot heal damage on their own, but often can be repaired by exposing them to a certain kind of effect (see the creature’s description for details) or through the use of the Craft Construct feat. A construct with the fast healing special quality still benefits from that quality.
 * Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
 * Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
 * Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
 * Since it was never alive, a construct cannot be raised or resurrected.
 * Because its body is a mass of unliving matter, a construct is hard to destroy. It gains bonus hit points based on size.
 * Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry.
 * Proficient with no armor.
 * Constructs do not eat, sleep, or breathe.

Damage Reduction
A creature with this special quality ignores damage from most weapons and natural attacks. Wounds heal immediately, or the weapon bounces off harmlessly (in either case, the opponent knows the attack was ineffective). The creature takes normal damage from energy attacks (even nonmagical ones), spells, spell-like abilities, and supernatural abilities. Inevitables are vulnerable to chaotic-aligned weapons.

Fast Healing
An inevitable heals a certain amount of damage each round (specified in each variety’s description) as long as it has at least 1 hit point. However, damage dealt by chaotic weapons heals at the normal rate.

Spell Resistance
A creature with spell resistance can avoid the effects of spells and spell-like abilities that directly affect it. To determine if a spell or spell-like ability works against a creature with spell resistance, the caster must make a caster level check (1d20 + caster level). If the result equals or exceeds the creature’s spell resistance, the spell works normally, although the creature is still allowed a saving throw.

Creature Entries

 * Kolyarut
 * Marut
 * Zelekhut

So far there have been no known kolyaruts or zelekhuts in the game.

- Sources: &copy;1995-2004 Wizards of the Coast, Inc. Revised (3.5) System Reference Document which is considered Open Game Content under the Open Game License. Viewable at: http://www.wizards.com/default.asp?x=d20/article/20040121a