Inevitable, Hykariut

This imposing anthropomorphic being comprised of stone and spiked steel armor hefts an intimidating hammer.

Hykariut CR 18

XP 153,600
LN Large outsider (extraplanar, inevitable, lawful)
Init +4; Senses darkvision 60 ft., detect chaos, low-light vision, true seeing; Perception +30

DEFENSE

AC 33, touch 13, flat-footed 33 (+4 deflection, +20 natural, –1 size)
hp 280 (20d10+170); regeneration 10 (chaotic)
Fort +23, Ref +10, Will +23
Defensive Abilities constructed, unimpeachable; DR 15/chaotic

OFFENSE

Speed 40 ft.
Melee +1 axiomatic warhammer +28/+23/+18/+13 (2d6+9/19–20/×3)
Space 10 ft.; Reach 10 ft.
Special Attacks disperse the rabble, drastic measures, smite chaos 3/day (+8 damage), trample (2d6+12, DC 28)
Spell-Like Abilities (CL 20th; concentration +28)

Constantdetect chaos, shield of law (DC 26), true seeing
At willenthrall (DC 20), mark of justice, order’s wrath (DC 22)
3/daydimension door, dispel chaos, fly, greater command (DC 23), greater dispel magic, plane shift (DC 23)
1/daydictum (DC 25)

STATISTICS

Str 27, Dex 10, Con 24, Int 15, Wis 24, Cha 27
Base Atk +20; CMB +29 (+33 disarm); CMD 43 (45 vs. disarm)
Feats Cleave, Combat Expertise, Disarming Strike, Great Cleave, Greater Disarm, Improved Critical (warhammer), Improved Disarm, Improved Initiative, Intimidating Prowess, Power Attack
Skills Diplomacy +21, Fly +8, Intimidate +39, Knowledge (geography, history, nobility) +12, Knowledge (local) +22, Knowledge (planes) +15, Perception +30, Sense Motive +30, Stealth +9, Survival +20
Languages truespeech
SQ judicious

SPECIAL ABILITIES

Disperse the Rabble (Su)

As a standard action, a hykariut can attempt a single melee attack with its warhammer against one creature within its reach. If it hits, it deals damage as normal and releases a suppressing shockwave centered on the target. This shockwave functions as order’s wrath (CL 20th, Will DC 22) unless the attack roll is a critical hit, in which case the hykariut can instead have the shockwave function as dictum (CL 20th, Will DC 25).

Drastic Measures (Su)

Once per day as a swift action, a hykariut can condemn one creature it can see. The condemned creature’s alignment is treated as chaotic for the purpose of resolving the hykariut’s abilities and spell-like abilities for 24 hours. If the creature is already chaotic, it instead takes a –2 penalty on its saving throws against the hykariut’s abilities and spell-like abilities and it is treated as though it has an overwhelming chaotic aura for the purpose of the inevitable’s smite chaos ability.

Judicious (Su)

A hykariut can show considerable restraint when suppressing riots. The hykariut can deal nonlethal damage with its weapons without taking a –4 penalty on attack rolls. When using dictum, a hykariut can choose for the spell to treat each affected creature as though its Hit Dice were no more than 9 below the inevitable’s caster level. When using order’s wrath, a hykariut can choose for the spell to deal nonlethal damage to affected creatures.

Smite Chaos (Su)

Three times per day as a swift action, a hykariut can choose a creature it can see to smite. If the target is chaotic, the hykariut adds its Charisma bonus as a bonus on weapon damage rolls against that creature, and its attacks automatically bypass any damage reduction the creature might have. If the target has a strong or overwhelming chaotic aura, the bonus damage increases to twice the hykariut’s Charisma modifier on its first successful attack against that creature. The smite chaos effect remains until the target of the smite is dead or until 24 hours have passed.

Unimpeachable (Ex)

Any weapon a hykariut wields cannot be disarmed or sundered by chaotic creatures.

ECOLOGY

Environment any urban
Organization solitary, investigation (1 hykariut plus 4–8 arbiters), or mitigation (1 hykariut plus 5–10 arbiters and 2–8 kolyaruts or zelekhuts)
Treasure standard (Large +1 axiomatic warhammer, other treasure)

Whereas most inevitables punish individual crimes such as oath breaking and murder, the mighty hykariuts quash rebellions and extinguish revolutions. These inevitables care little for petty uprisings, instead focusing on those upheavals that are at risk of spreading catastrophically, setting off a chain reaction of chaotic destabilizations.

When such a riot reaches its critical mass, a hykariut stoically marches into its epicenter to scatter the rebellious citizens and crush the ideological leaders.

A hykariut is 14 feet tall and weighs 5,000 pounds.

For all their outward appearance as indiscriminate hammers sent to bludgeon rebels into submission, hykariuts are equipped to operate with all the finesse of a surgeon’s scalpel. Sometimes all that’s necessary to convince a crowd to disperse is a reasoned argument by a supernatural being. If that is insufficient, a hykariut’s feats of strength and booming voice can send dissidents fleeing. When all else fails, the inevitable can strike the ground with its hammer, sending resonating waves of pure law to wash over the disorderly masses.

Even if words fail and a hykariut must resort to weapons, it defaults to nonlethal tactics, endeavoring to merely subdue rioters rather than massacre them.

As with all inevitables, hykariuts are forged rather than born. Dozens of willing petitioners contribute to the construction of a new hykariut, by nature of the inevitable’s sheer mass..

Habitat And Society

Hykariuts travel to locations requiring their intervention by using plane shift; however, due to that spell’s lack of precision, a hykariut often arrives many miles from its intended target. Without noteworthy resources for moving great distances overland, the inevitable embarks along the most efficient route, regularly questioning wide-eyed travelers for directions or relying on a host of arbiter inevitables it brings along to employ as scouts. Most assignments require additional intelligence to identify the epicenters of insurrection, so a hykariut often recruits teams of spies and informants to remain properly apprised. Although the inevitable might mentor some of these assistants—particularly if doing so would help steer them on the path to defend law in the future—these teams are ultimately temporary structures that the hykariut politely leaves once its mission is over.

Despite these ephemeral personal connections, hykariuts are fairly gregarious when between assignments. They spend considerable hours reviewing revolutionary literature to better understand and dismantle rogue ideologies, and a hykariut can spend hours engaged in “good natured debate,” which typically translates to its stubbornly arguing against unstable political philosophies. At its core, a hykariut views mortals as conflicted creatures with unpredictable moods that require regulation. Hence, the inevitables usually approach small-scale revolts with the firm but gentle hand of a scolding adult.

Ongoing revolution, particularly that led by one or more demagogues, earns less mercy. A hykariut has no compunctions against publicly pulverizing a mutinous leader as an object lesson in civic obedience for wide-eyed onlookers.

Hykariuts work together only rarely, and only for far-reaching or tenacious rebellions.

Section 15: Copyright Notice

Pathfinder Adventure Path #131: The Reaper’s Right Hand © 2018, Paizo Inc.; Authors: John Compton, with Jason Keeley, Nathan King, Crystal Malarsky, and Greg A. Vaughan.

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