Inevitables Part 1

Inevitables are intelligent, self-driven constructs that attempt to police the order of the world, descending from the Overworld to watch for chaos and ensure balance. Each inevitable has its own duty and structure, many acting independently and seeking to resolve the situation it encounters on its own. When it encounters a source of chaos outside of its own jurisdiction, it will report back to the greater structure of law within the Overworld, and the issue will be added to the queue, an appropriate inevitable assigned to the case when one is available.

Arbiters are scouts for the greater inevitable structure. Many patrol sections of the world, using their small size and great stealth to avoid attention and track sources of increasing chaos. Approximately one foot in diameter, they look like clockwork eyes with two small arms and two small wings, flying more by magic than mechanical capability. Arbiters rarely fight, but will come to battle against creatures of true chaos (as registered by their system), mostly consisting of demons and some types of aberrations. Weak combatants on their own, they rely on allies when fighting anything but the smallest of threats, but in dire situations an arbiter can utilize the electrical systems within it for a powerful, overload attack. This attack is a last ditch effort, as after using it the construct shuts down completely, a scenario that they seem to almost be scared of.

Arbiters can also be assigned to specific individuals who the inevitables have classified as allies of order, becoming advisors and counsellors to these mortals while gaining access to a larger network of resources to catch growing chaos. Arbiters always know the direction to the nearest higher ranked inevitable, and when they encounter a situation that they cannot resolve themselves or with the aid of their assigned mortals, they will report the issue to their higher ups for further processing.

A 13th Age stat block for the arbiter inevitable. The text is available below this picture.

Arbiter
Weakling 3rd level troop [construct]
Initiative: +8
Small Blade +9 vs. AC – 5 damage.
[Group Ability] C: Electrical Burst +9 vs. PD (1d4 nearby enemies) – 5 lightning damage.
Effect: The arbiter is stunned for 24 hours after using this attack (remove it from the battle).
Group Ability: For every four arbiters in the battle (round up), one of them can use electrical burst during the battle.
Flight.
Mechanical Reconstruction 2: When the arbiter has been damaged, its mechanical body self-repairs 2 hit points at the start of the arbiter’s turn. It can repair 5 times per battle. If it heals to its maximum hit points, then that use of mechanical reconstruction doesn’t count against the five-use limit. When the arbiter is hit by an attack that deals lightning damage, it loses one use of its mechanical reconstruction and it can’t regenerate during its next turn. Dropping the arbiter to 0 hp doesn’t kill it if it has any uses of mechanical reconstruction left.
AC 20 PD 15 MD 16 HP 20

Kolyarut are the size and shape of humans, but the resemblance ends there naturally. Constructed of metal and stone, they look like a statue augmented with gears and machine parts, though all kolyarut have the ability to disguise themselves by magic to look human. They enforce contracts and bargains, descending from the Overworld when a particularly significant contract has been broken to bring the culprit to heel. The exact terms and conditions of these contracts do not matter to the kolyarut; morality gives way to legality in their machine minds, and so even unfair or downright cruel judgments will be enforced. This often puts the inevitable at odds with mortals who oppose such dogmatic and single minded order, a most vexing scenario for the construct.

The nature of enforcing contracts requires more social interaction with the signatories than many other inevitables’ work, and so kolyarut are more social and prone to interacting with other beings to ensure their mission is successful. They will even team up with mortals (or let them tag along with the inevitable’s mission), though such partnerships are destined to be short lived as the kolyarut has no compunctions about taking advantage of such aid, abandoning or sacrificing these companions if it will help advance the mission successfully.

A 13th Age stat block for the kolyarut inevitable. The text is available below this picture.

Kolyarut
Triple-strength 6th level blocker [construct]
Initiative: +9
Blade of Law +11 vs. AC (3 attacks) – 20 damage.
Natural Even Hit: The target takes a -5 penalty on disengage checks, and the kolyarut gains a +4 bonus to attacks of opportunity against the target (save ends both).
Vampiric Touch +11 vs. PD – 40 negative energy damage and the kolyarut regains 1 use of mechanical reconstruction.
Limited Use: 2/battle.
Mechanical Reconstruction 25: When the kolyarut has been damaged, its mechanical body self-repairs 25 hit points at the start of the arbiter’s turn. It can repair 5 times per battle. If it heals to its maximum hit points, then that use of mechanical reconstruction doesn’t count against the five-use limit. When the kolyarut is hit by an attack that deals lightning damage, it loses one use of its mechanical reconstruction and it can’t regenerate during its next turn. Dropping the kolyarut to 0 hp doesn’t kill it if it has any uses of mechanical reconstruction left.
AC 22 PD 18 MD 17 HP 280

Inspired by the Pathfinder 1e Bestiary 2. This post came out a week ago on my Patreon. If you want to get access to all my monster conversions early, as well as access to my premade adventures and other material I’m working on, consider backing me there!

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