Inevitable, Aevarut

Inevitable, Aevarut CR 17/MR 7

LN Large outsider (extraplanar, inevitable, lawful, mythic)
Init +15M; Senses darkvision 60 ft., true seeing; Perception +26
Aura ravages of time (30 ft., DC 26)


AC 33, touch 21, flat-footed 28 (+7 deflection, +4 Dex, +1 dodge, +12 natural, –1 size)
hp 278 (18d10+190); regeneration (chaotic or horacalcum)
Fort +16, Ref +12, Will +16
Defensive Abilities constructed, predictive defenses; DR 10/chaotic and epic; Immune aging; SR 31
Weaknesses horacalcum vulnerability


Speed 40 ft., climb 40 ft.
Melee 2 slams +26 (2d6+9 plus erasure)
Space 10 ft.; Reach 5 ft.
Special Attacks correction (DC 26), erasure (DC 26), mythic power (7/day, surge +1d10)
Spell-Like Abilities (CL 18th; concentration +25)

Constantblur, true seeing
At willgreater teleport, locate creature, locate object, vision
3/dayfreedom of movement, haste, plane shift (DC 24), quickened slow (DC 20)
1/weekdiscern location, gate, temporal stasis (DC 25)


Before Combat The aevarut uses vision on each of the PCs to learn information about them. Then the aevarut spends 1 point of mythic power to use its temporal anomaly ability to create.

During Combat The aevarut casts quickened slow on the first round of combat and then uses its correction ability on the most heavily armored opponent. It uses slipstream to close the distance with spellcasters, and pummels its greatest threats.


Str 28, Dex 19, Con 21, Int 16, Wis 21, Cha 24 Base Atk +18; CMB +28; CMD 50 (54 vs. trip)
Feats Dodge, Improved InitiativeM, Improved Vital Strike, Lightning Reflexes, Mobility, Power AttackM, Quicken Spell-Like Ability (slow), Spring Attack, Vital StrikeM
Skills Climb +17, Diplomacy +28, Disable Device +22, Intimidate +28, Knowledge (arcana, history, planes) +24, Perception +26, Sense Motive +26, Spellcraft +24
Languages truespeech
SQ erasure, out of town, slipstream, temporal anomaly


Correction (Su)

An aevarut can expend one use of mythic power as a move action to make amends to perceived “errors” in continuity by targeting a creature within 100 feet and changing the course of future events, thereby absorbing the potential energy of actions that never happened. The target creature must succeed at a DC 26 Will save or become staggered until the end of its next turn. In return, the aevarut gains an additional standard or move action in the next round of combat. The save DC is Charisma-based.

Erasure (Su)

When an aevarut successfully deals damage with a slam attack, its target must succeed at a DC 26 Will save or be temporarily erased from time for 1d4 rounds. A creature that fails this save ceases to exist, disappears instantly, and cannot be targeted by any spells or effects that attempt to reference the creature or interact with it. Such effects fail as if the target creature did not exist.

After the duration of erasure expires, the target reappears exactly where it was as if no time had passed for it (and any remaining effects on the creature resume). If that space is occupied, it appears in the nearest unoccupied space. A creature that successfully saves against an aevarut’s erasure ability cannot be affected by the same aevarut’s erasure for 24 hours. Only a miracle or wish spell can prematurely end the effect of erasure. The save DC is Charisma-based.

Horacalcum Vulnerability (Ex)

An aevarut’s damage reduction and regeneration are bypassed by damage from horacalcum weapons. Critical threats made by a horacalcum weapon against an aevarut are automatically confirmed.

Out of Time (Su)

An aevarut is a caretaker of time and can take actions when it would normally be affected by time stop.

While in an area of a time stop spell, an aevarut is free to attack or otherwise interact with any other creatures that can act during the duration of the spell.

Predictive Defense (Su)

An aevarut adds its Charisma modifier as a deflection bonus to its Armor Class.

Ravages of Time (Su)

An aevarut’s aura is disruptive to creatures that experience time in a linear direction. A living creature that begins its turn within 30 feet of an aevarut must succeed at a DC 26 Fortitude save or become exhausted until it leaves the aevarut’s aura. A creature that successfully saves against ravages of time is immune to the effects of this ability for 24 hours. The save DC is Charisma-based.

Slipstream (Su)

An aevarut can spent one use of mythic power as a swift action to slip into the timestream and emerge anywhere within 50 feet. This ability overwhelms most teleportation countermeasures such as dimensional anchor.

When an aevarut activates slipstream, it can attempt a caster level check (DC = 11 + the effect’s caster level) against each such countermeasure; if successful, it ignores that countermeasure for the duration of the effect. The aevarut has a 75% chance to ignore any countermeasure that does not have a caster level.

Temporal Anomaly (Su)

Once per day as a full-round action, an aevarut can expend one use of its mythic power to create a temporal anomaly that duplicates any creature it can see that whose total number of Hit Dice is no greater than half the aevarut’s Hit Dice plus half its mythic tier. This is identical to the effect of a simulacrum spell, except the duplicate is made entirely of sand and shares a telepathic connection to the aevarut across any distance. A creature created by this ability lasts for 24 hours or until the inevitable dismisses it as a free action, and then collapses into a pile of glowing sand. An aevarut may not have more than one temporal anomaly active at a time.

Section 15: Copyright Notice

Pathfinder Society Scenario #8–25: Unleashing the Untouchable © 2017, Paizo Inc.; Author: Robert Brookes.

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