Yarahkut
Metallic plating and stone make up this creature's body. Sharpened brass wings stretch from its back, and its head bears three faces.
Yarahkut (CR 14)
Large Outsider (Extraplanar, Inevitable, Lawful)Alignment: Lawful Neutral
Initiative: +6
Senses: Arcane Sight, Darkvision 60 feet, Low-Light Vision, True Seeing; Perception +18
Aura: malfunctioning (100 feet)
Speed: 30 feet, Fly 60 feet (average)
Space: 10 feet
Defense
Armor Class: 29, touch 15, flat-footed 23 (+6 Dex, +14 natural, -1 size)Hit Points: 187 (15d10+105) Regeneration 10 (chaotic)
Saving Throws: Fort +14, Ref +11, Will +14
All-Around Vision, constructed
Spell Resistance: 25
Offense
Melee: 2 claws +21 (2d6+7), 2 slams +21 (1d6+7), 2 wings +21 (1d6+7)Reach: 10 feet
Special Attacks: dismantling gaze, Rend (2 wings, 2d6+10), wings
Spell-Like Abilities (CL 15th; Concentration +19):
- Constant- Arcane Sight, True Seeing
- At Will- Chill Metal (DC 16), Heat Metal (DC 16)
- 3/day- Locate Object, Modify Memory (DC 18), Rusting Grasp, Wall Of Force
- 1/day- Disintegrate (DC 20), Feeblemind, Mark of Justice
- 1/week- Geas, Lesser (DC 18)
Statistics
Str | Dex | Con | Int | Wis | Cha |
---|---|---|---|---|---|
24 (+7) | 23 (+6) | 20 (+5) | 13 (+1) | 20 (+5) | 19 (+4) |
CMB +23 (+27 Disarm, +27 Steal)
CMD 39 (41 vs. Disarm, 41 vs. Steal)
Feats: Combat Reflexes, Fly-by Attack, Greater Disarm, Greater Steal, Deft Maneuvers, Quick Steal
Skills: Diplomacy +16, Disable Device +16, Fly +16, Intimidate +16, Knowledge (engineering) +15, Knowledge (planes) +10, Perception +18, Sense Motive +16, Sleight of Hand +20, Survival +14, Use Magic Device +14
Languages: truespeech
Special Abilities
Dismantling Gaze (Su)
Once per round as a swift action, a yarahkut can concentrate its gaze on any item within 100 feet and damage that item. Attended items must succeed at a DC 21 Fortitude save or lose half their hit points and gain the broken condition. Items that already possess the broken condition and fail this save are destroyed. Items that successfully save against this effect are immune to that yarahkut's dismantling gaze for 24 hours. Unattended non-magical items don't receive a saving throw. The save DC is Charisma-based.Malfunctioning Aura (Su)
A yarahkut radiates a disruptive aura that is harmful to ranged weapons within 100 feet. Mechanical projectile weapons-such as crossbows, firearms, siege weapons, and many technological weapons-have a 20% chance of not firing on each attack made within the aura's area. If a weapon in this aura has a misfire value, its misfire value increases by 2.Wings (Ex)
A yarahkut's wings are primary attacks.Ecology
Environment: AnyOrganization: solitary, pair, or intervention (3-6)
Treasure: none
Yarahkuts are inevitables (Pathfinder RPG Bestiary 2 161) tasked with preventing magic and technology throughout the cosmos from falling into the wrong hands. Their mandate is to track objects that could disrupt the development of cultures that are not yet ready to wield such power. In most cases, yarahkuts monitor the movement of advanced technologies and magical items from lost civilizations, ensuring they aren't introduced to regions where they could have a disruptive impact. Noted for their intricate brass wings, yarahkuts have superb control of these appendages and are able to use them as effective weapons. Three identical faces surround a yarahkut's head, staring impassively in separate directions with glowing golden eyes. Of its two sets of arms, one set bears claws for combat, while the remaining set is more humanoid and is used to manipulate objects-including those items it confiscates. A yarahkut stands 11 feet tall and weighs 3,000 pounds.
Ecology
These inevitables scour the planes for those in possession of items beyond their ability to control-or more accurately, beyond what the yarahkuts believe they can control-and ensure that such items do not remain in unsafe hands for long. Each yarahkut has jurisdiction over a specific territory and monitors its region for such trespasses, tracking any new piece of technology or major magical item that enters its assigned area. If an item is determined to be a threat, the yarahkut pursues its retrieval or destruction without reservation. A yarahkut's distinctive wings are for more than just flight; the inevitable has remarkable control over these mechanical appendages. The wings are just as sharp and dangerous as its razorlike claws, and double as weapons in combat. The grace with which yarahkuts use their wings awes members of many primitive cultures, who often mistake these inevitables for celestials. Only those familiar with the nature of yarahkuts understand that their wings are weapons first, and a mode of transportation second.
Compared to most other types of inevitable, yarahkuts take extra care to avoid being destroyed on their missions. While all inevitables know that if they're destroyed, replacements will simply emerge from the forges of Axis to continue their work, yarahkuts understand that their destruction would extend the time that significantly advanced items are allowed to contaminate their assigned territories. Bereft of any form of innate teleportation or planar travel, yarahkuts are willing to retreat from combat if it means surviving in order to gather reinforcements or formulate a new plan. Yarahkuts are supported in their task by a wide array of abilities; those who study these inevitables learn to fear their dismantling gazes in particular. Just by scrutinizing an item, a yarahkut is capable of disassembling it in a manner of moments, to the dismay of those who wield dangerous items against the inevitable. Yarahkuts also exude an aura that tampers with nearby mechanical items. This aura causes mechanical weapons such as crossbows and firearms to become misaligned and misfire, and can affect even advanced technology such as laser weapons.
Once a yarahkut has tracked its quarry, it uses its innate arcane sight to identify any threats that require disposal and unceremoniously relieves the target of these items. Once the transgressor has had its dangerous possessions removed, the yarahkut uses its mind-affecting abilities to strip relevant memories from the target. If the target has expert knowledge of technology or has been exposed to dangerous items for long periods of time-such as a gun maker in a primitive land or an engineer who built a weapon that could instantly destroy millions-the inevitable resorts to a thorough memory wipe or simple execution.
Habitat & Society
Yarahkuts are mostly solitary outsiders, each with its own \"jurisdiction\" consisting of a meticulously assembled base of power and network of contacts from across the planes. Whenever possible, yarahkuts attempt to stay removed from the mundane affairs of the material world, running their networks through intermediaries and sending agents to investigate dangerous items before committing to a mission themselves. Those in service to a yarahkut rarely realize the true nature of their benefactor, whose identity is disguised by the inevitable's heightened ability to understand and adapt to other cultures. After reviewing the intelligence gathered by their agents, yarahkuts begin planning their retrieval missions. They are meticulous creatures, and attempt to plan for as many contingencies as possible to ensure success.
As they lack innate means of traveling the planes, yarahkuts may seek aid in arriving at the location of this wayward technology-including help from mortal spellcasters who summon them. Some conjurers seeking to bind a yarahkut tempt it with information about dangerous or prohibited technology being used in the inevitable's jurisdiction. Most conjurers fail to realize, though, that the yarahkut often already knows of the dangerous technology, word of which likely trickled through its established network of informants long ago; the yarahkut had counted on being summoned so it could pursue the item itself.
In rare circumstances, yarahkuts form alliances with others of their kind. These alliances most often occur in response to the distribution of a large cache of volatile items across overlapping yarahkut jurisdictions, or the unearthing of dangerous artifacts with immediate repercussions for a large region. Sometimes yarahkuts seek out other types of inevitables when the need arises. For example, a situation in which a powerful undead creature has discovered a lost army of robots may prompt an alliance of convenience with a marut. If a bargain was broken regarding powerful technology, a yarahkut might instead align with a kolyarut, while a death-marked exile from Numeria bringing stolen items to other nations might necessitate working with a zelekhut in order to track the renegade down.
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