Inevitables are construct-like outsiders built by the axiomites to enforce law.
Inevitables have the following traits:
- Low-light vision
- Constructed (Ex): Although inevitables are living outsiders, their bodies are constructed of physical components, and in many ways they function as constructs. For the purposes of effects targeting creatures by type (such as a ranger’s favored enemy and bane weapons), inevitables count as both outsiders and constructs. They are immune to death effects, disease, mind-affecting effects, necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Inevitables are not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. They are not at risk of death from massive damage. They have bonus hit points as Constructs of their size.
- Saves: An inevitable’s good saving throws are Fortitude and Will.
- Skills: In addition to the class skills all outsiders have, inevitables have Acrobatics, Diplomacy, Intimidate, and Survival as class skills.
- Regeneration (Ex): Inevitables have regeneration/chaotic. The regeneration amount varies by the type of inevitable.
- Truespeech (Su): An inevitable can speak with any creature that has a language, as if using a tongues spell (caster level 14th). This ability is always active.
Source: PRG:UM (see Binding Outsiders for further details.)
Originally created by the axiomites as an unflinching army to fight the chaotic proteans, inevitables used to fight an explicit war against those creatures but now wage an indirect war against them. Most inevitables fight this war by tracking down and rectifying egregious violations of law. Incorruptible in its mission, when bound by a being who wishes to subvert it, an inevitable often waits the binder out. Inevitables simply refuse to deal with binders who wish to use them against their designed and decreed purpose.
Arbiter (SR 13): Arbiters are the scouts and spies of the inevitables, and are typically bound to serve as familiars to lawful spellcasters, especially those who fight the taint of protean chaos.
Kolyarut (SR 23): As the enforcers of bargains, kolyaruts can be bound into service to enforce a bargain. The binder needs to beware, though—if she fails to keep a bargain with a kolyarut, she can quickly become the subject of its punishment. Kolyaruts never bargain with known breakers of such agreements.
Lhaksharut (SR 31): Concerned with keeping the various planes separate, lhaksharuts often make deals with mortal spellcasters working in concert with those goals. They are always willing to destroy links between planes, but sometimes agree to let a gateway stay open and serve as its protector as long as such a mission serves its primary function in some way. They never work against the separation of the planes.
Marut (SR 26): Maruts hunt those who artificially extend their lives though powerful magic. They bargain with binders who call them for the express purpose of hunting down such a creature. All other bindings are stubbornly ignored, even under duress.
Zelekhut (SR 20): Zelekhuts often answer the call of binders who wish to use them to search out and even execute those who seek to evade justice.
Originally invented and forged in the Outer Planes by the axiomites, inevitables are living machines whose sole purpose is to seek out and destroy agents of chaos wherever they can.
During the height of the first war between law and chaos, while the Outer Planes were still forming from the raw chaos of the primal reality, inevitables were constructed by the axiomites as an unflinching army—soldiers powerful and devoted enough to march on the madness-inducing hordes of proteans who sought to unmake reality and return it all to the primal chaos they so adored. While this war has long since cooled to a simmer, and the reality of the Outer Planes is now not so easily threatened by the entropic influence of the proteans and their home plane, the defense of the axiomites’ home plane remains the inevitables’ primary goal. Despite the proteans’ subsequent adaptation and study of how best to make themselves more resistant to the inevitables’ attacks, these constructed soldiers remain imposingly effective.
Today, many inevitables—almost all of those encountered on the Material Plane—pursue a new aspect of their original mission: tracking down those who flagrantly flout the forces of law and redeeming them or, more often, eliminating the threat they present to the ordered nature of the multiverse. Matched on the side of chaos by the manipulative imentesh proteans, new inevitables awake to find themselves locked in a proxy war, knowing that losing the Material Plane to chaos would place their masters in a dangerous position.
Genderless, incorruptible, and caring nothing for power or personal advancement, inevitables are cunning and valiant shock troops in the service of law. Though they regularly interact with their creator race on their home plane, they have no society of their own, and are almost always encountered singly on other planes, each more than capable of pursuing its own mission. These individual crusades range from enforcing important or high-profile contracts and laws to forcibly correcting those mortals who would seek to cheat death. How they deal with the guilty varies according to the transgression: sometimes this means a simple geas or mark of justice to ensure that the target works to right his wrongs or never again strays from the path of law, but just as often an offense worthy of an inevitable’s attention is severe enough that only immediate execution will suffice. Such decisions are not always popular—for the kindly priest who transcends mortality and the freedom fighter who battles the evil-yet-rightful king are every bit as guilty as grave-robbing necromancers and demon-worshipers—but the inevitables are always just, and few dare stand in the way of their judgment. Those inevitables who have completed a given mission often wander through whatever society they find themselves in, seeking other lawbreakers worthy of their ministrations. Brave souls with a worthy cause are always welcome to approach an inevitable and present their case, but should be wary of invoking the help of such powerful, single-minded beings—for an inevitable may not see the situation the same way they do, and though all inevitables do their best to preserve innocent life, they’re not above sacrificing a few allies or innocents in an effort to bring down a greater villain.
Physically, inevitables often have humanoid forms or aspects, but their bodies appear somewhere between clockwork constructs and fine statues in the greatest classical tradition. Constructed of stone, adamantine, and even more precious materials, each inevitable is brought to sentience in the axiomites’ forges already programmed with the details of its first target. Though they know that all beings outside of the lawful planes harbor chaos in their hearts, inevitables also understand that such conflicted creatures may yet be forces for law as much as for chaos, and thus overlook all but the most flagrant offenses. The most commonly recognized types of inevitables are as follows.
Arbiters: Scouts and diplomats, often assigned to wizards as familiars in the hopes of directing such individuals to the cause of law.
Kolyaruts: Cloaked and stealthy humanoid warriors who track and punish those who break contracts.
Lhaksharuts: Juggernauts who search for permanent breaches and links between planes and invasions from one dimension to another.
Maruts: Towering beings of stone, steel, and storm who bring a fitting end to those mortals who try to cheat death in attempts to live forever.
Zelekhuts: Winged, centaur-like constructs who track down those who flee just and legal punishment, returning them to their rightful judges or carrying out the sentence themselves.
While the lhaksharuts are generally thought of as the most powerful caste of inevitable, there exist others of even greater skill and strength—these are known as the primal inevitables. These goliaths were among the first weapons of war forged by the axiomites to fight the protean menace—the methods to create more have long been lost to the axiomites, and those few primals who remain alive to this day have become legendary. None have been encountered in living memory, but the possibility of a primal’s emergence is enough to give the proteans second thoughts when ideas of invading the inevitables’ home plane arise.
Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.