columns: 2
forcecolumns: true
layout: Basic Pathfinder 2e Layout
source: "Pathfinder Bestiary"
name: "Kolyarut"
level: "Creature 12"
 
alignment: ""
size: "Medium"
trait_01: [[aeon]]
trait_02: [[inevitable]]
trait_03: [[lawful]]
trait_04: [[monitor]]
modifier: 23
perception:
  - name: "Perception"
    desc: "+23; Darkvision"
languages: "Diabolic, Empyrean, Utopian; truespeech"
skills:
  - name: "Skills"
    desc: "Acrobatics: +22, Athletics: +27, Deception: +20, Diplomacy: +20, Survival: +22, Axis Lore: +22"
abilityMods: [7, 4, 5, 1, 4, 2]
speed: 25 feet
sourcebook: "_Pathfinder Bestiary_"
ac: 34
armorclass:
  - name: AC
    desc: "34; __Fort__ +23, __Ref__ +24, __Will__ +22; +1 status to all saves vs. magic"
hp: 215
health:
  - name: ""
  - name: HP
    desc: "215, regeneration 15 (deactivated by chaotic); __Immunities__  death effects,  disease,  emotion,  poison,  unconscious"
abilities_top:
  - name: ""
  - name: "Items"
    desc: "[[Equipment/Bastard Sword|+1 Striking Bastard Sword]]"
  - name: "Truespeech"
    desc: "  A kolyarut can speak with and understand any creature that has a language."
 
abilities_mid:
  - name: ""
  - name: "[[Bestiary Ability Glossary/Regeneration|Regeneration 15 (Deactivated by Chaotic)]]"
    desc: "  This monster regains the listed number of Hit Points each round at the beginning of its turn. Its [[Conditions/Dying|Dying]] condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4."
 
attacks:
  - name: ""
 
  - name: "**Melee** `pf2:1` Bastard Sword"
    desc: "+26 (magical, two-hand d12)\n__Damage__  2d8 + 13 slashing 1d6 spirit"
 
  - name: "**Melee** `pf2:1` Fist"
    desc: "+23 (agile, magical)\n__Damage__  1d10 + 11 bludgeoning 1d6 spirit"
 
  - name: "Divine Innate Spells"
    desc: "DC 32, attack +24; __8th __  _[[Spells/Pinpoint|Discern Location]]_; __5th __  _[[Spells/Command|Command]]_; __4th __  _[[Spells/Illusory Disguise|Illusory Disguise (At Will)]]_, _[[Spells/Suggestion|Suggestion (x2)]]_; __3rd __  _[[Spells/Paralyze|Paralyze (x2)]]_; __2nd __  _[[Spells/Invisibility|Invisibility (Self Only)]]_; __1st __  _[[Spells/Command|Command (At Will)]]_"
 
  - name: "Rituals"
    desc: "_Geas_"
 
name: Kolyarut
creatures:
  - 1: Kolyarut

Kolyarut inevitables are enforcers of bargains and punishers of those who fail to uphold them. Their humanoid shape, ability to disguise themselves among a humanoid population, and diplomatic leanings make them the most approachable inevitables, and thus more likely to ally themselves with others. They are among the most talkative of all inevitables, naturally possessing a courtly grace and an encyclopedic knowledge of social customs, which they use to assist their efforts in gathering information on their targets or issuing challenges in a legal manner.


Aeons have always been the caretakers of reality and defenders of the natural order of balance. Each type of aeon takes on some form of duality in its manifestation and works either to shape the multiverse within the aspects of this duality in some way, or to correct imbalances to the perfect order of existence. Aeons can bring weal or woe when they appear in a region, and their machinations can raise a nation, raze it, or restore it from ruin. Their reasons are their own, and they rarely share their motivations with others-they simply create the results they insist through their strange envisioning communication are necessary to maintain the balance of the multiverse.

As a result of recent shifts in reality, aeons have begun to reassert a presence in the perfect planar city of Axis. To the aeons, this is merely the latest in a recurring cycle, albeit one that mortals have not yet borne witness to. Once regarded as an independent faction, the living machines known as inevitables are now revealed as having been agents of the aeons all along, and while inevitables have their own shared themes and features, they are very much living but constructed manifestations of the aeons’ war against imbalance-particularly with regard to how this war is waged against the forces of chaos.

Aeons have a name for this cyclic return, in which they welcome the industrious axiomites back to their fold and bring the inevitables once again under their control: the “Convergence.” At the onset of the Convergence, a council of pleroma aeons appeared in the Eternal City of Axis, where they revealed that axiomites were wayward aeons, split off long ago to pursue the act of creation. With the latest cycle of change it was time for the axiomites and their creations, the inevitables, to rejoin the aeon cause. While most axiomites and inevitables fell in line, realizing perhaps on a fundamental level of reality that what the aeons said was the truth, some refused to heed the call and waited for the wrath of the aeons-but that wrath has yet to come. The dual-natured aeons have responded to those who have declined in confusing ways. With some they treat and even bargain, while a handful of others they have destroyed, and a few have been exterminated by the axiomites and allied inevitables. But most of these quiet insurgents they leave alone, allowing these axiomites to continue to create in peace and the inevitables to continue with their duties. How-or if-this Convergence will end is as little understood as the aeons themselves.