CR 12
HP 91, hd13d10+20
AC 27 (+1 Dex, +10 natural, +6 banded mail), touch 11, flat-fooded 26
Fort +6, Ref +7, Will +7
Speed 20 ft. in banded mail (4 squares); base speed 30 ft.
Initiative +1
Spot , Listen
Standard attacks
BAB +9, Grapple +11
Full attack: Vampiric touch +11/+6 melee touch (5d6) or enervation ray +10 ranged touch (as spell) or +2 longsword +13/+8 melee (1d8+5/19?20) or slam +11/+6 melee (1d6+3)
Special Attacks/Qualities
Enervation ray, spell-like abilities, vampiric touch
Construct traits, damage reduction 10/chaotic, darkvision 60 ft., fast healing 5, low-light vision, spell resistance 22
Skills Diplomacy +5, Disguise +12, Gather Information +12, Listen +11, Search +5, Sense Motive +12, Spot +11, Survival +3 (+5 following tracks)
Feats Alertness, Combat Casting, Great Fortitude, Lightning Reflexes, Quickened Spell-Like Ability (suggestion)
Str 14
Con ?
Dex 13
Int 10
Wis 17
Cha 16
Alignment Always lawful neutral,
Environment A lawful-aligned plane,
Organisation Solitary

Kolyaruts mete out punishment to those who break bargains and oaths.
Before beginning a mission against a deal-breaker, a kolyarut learns as much about the contract or oath as possible. It?s not interested in those who break deals accidentally or against their will? only those who willingly break contracts violate the principle that kolyaruts are created to uphold. If a written contract was broken, the kolyarut typically carries a copy of the contract with it.
Kolyaruts are the most talkative of the inevitables, making credible attempts at social niceties such as proper greetings before getting down to the matter at hand. They can use disguise self to appear as almost any kind of humanoid?useful if they need to go undercover to catch their quarry.


Like all inevitables, a kolyarut is patient enough to study a target before striking. It has a good idea of the deal-breaker?s abilities and defenses before it enters battle. When it fights, it tries to get the conflict over as soon as possible, minimizing excess bloodshed and mayhem. It doesn?t let concern for innocents delay or endanger its mission, however.
A kolyarut?s favorite tactic is to use invisibility or disguise self to sneak close, then eliminate the quarry with its vampiric touch ability before it can react. A kolyarut has no compunctions about using its vampiric touch ability on allies to increase its own power, if doing so helps it complete its mission.
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 17), disguise self, fear (DC 17), hold person (DC 16), invisibility, locate creature, suggestion (DC 16); 1/day?hold monster (DC 17), mark of justice; 1/week? geas/quest. Caster level 13th. 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.

System Reference Document -> List of Creatures (SRD)
This article is a D20 reference page
The System Reference Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons and various other roleplaying games from Wizards of the Coast.

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