In the second Axiomatic Anarchy, Corey introduced us to a new Crown villain - Penance Arbiter! We thought that we would give you a glimpse into what makes the construct baddie "tick". So, without further ado, we present him to you below in all his demented, construct glory!
Penance Arbiter
Kolyarut/Fighter 2 Size/Type: Medium Construct (Extraplanar, Lawful) Hit Dice: 15d10+20 (166 hp) Initiative: +8 Speed: 20 ft. in banded mail (4 squares); base speed 30 ft. Armor Class: 27 (+1 Dex, +10 natural, +6 banded mail), touch 11, flat-footed 26 Base Attack/Grapple: +11/+13 Attack: Vampiric touch +14 melee touch (5d6) or enervation ray +12 ranged touch (as spell) or +2 falchion +16 melee (2d4+6/12–20) or slam +14 melee (1d6+4) Full Attack: Vampiric touch +14/+9 melee touch (5d6) or enervation ray +12 ranged touch (as spell) or +2 falchion +16/+11 melee (2d4+6/12–20) or slam +14/+9 melee (1d6+4) Space/Reach: 5 ft./5 ft. Special Attacks: Enervation ray, spell-like abilities, vampiric touch Special Qualities: Construct traits, damage reduction 10/chaos, darkvision 60 ft., fast healing 5, low-light vision, spell resistance 22 Saves: Fort +10, Ref +7, Will +7 Abilities: Str 16, Dex 13, Con —, Int 13, Wis 17, Cha 18 Skills: Bluff +9, Diplomacy +17, Disguise +13, Gather Information +13, Intimidate +17, Knowledge(planes) +12, Knowledge(local) +7, Listen +11, Search +6, Sense Motive +12, Spot +11, Survival +3 (+5 following tracks) Feats: Alertness, Great Fortitude, Lightning Reflexes, Quickened Spell-Like Ability (suggestion), Improved Initiative, Improved Critical(Falchion), Power Attack, Combat Sense*, Improved Combat Sense* Challenge Rating: 14 Alignment: Lawful Evil Level Adjustment: —
Gear: +2 adamantine falchion (11,075gp), Planewalker's Belt(40,000gp), Boots of Teleportation(49,000gp), Gauntlets of Ogre Power(4,000gp), Figurines of Wondrous Power(Golden Lions)(16,500gp), Bag of Holding IV(10,000gp), Amulet of Proof against Detection and Location(35,000gp), Medallion of Thoughts(12,000gp)-177,575gp
Purse: 22,425gp
A kolyarut's natural weapons, as well as any weapons it wields, are treated as lawful-aligned for the purpose of overcoming damage reduction.
Enervation Ray (Su): A kolyarut can fire a black enervation ray at targets within 200 feet. The effect is identical with the enervation spell (caster level 13th).
Spell-Like Abilities: At will—discern lies (DC 18), disguise self, fear (DC 18), hold person (DC 17), invisibility, locate creature, suggestion (DC 17); 1/day—hold monster (DC 18), mark of justice; 1/week— geas/quest. Caster level 15th. The save DCs are Charisma-based.
Vampiric Touch (Su): As a melee touch attack, a kolyarut can steal life force from its foe, as the vampiric touch spell (caster level 13th).
Skills: A kolyarut has a +4 racial bonus on Disguise, Gather Information, and Sense Motive checks.