KolyarutCR 12

Always LN Medium Construct (Extraplanar, Lawful)

Init +1; Senses darkvision 60 ft., low-light vision; Listen +11, Spot +11

Languages Abyssal, Celestial, Infernal

AC 27, touch 11, flat-footed 26
(+1 Dex, +10 natural, +6 banded armor)

hp 91 (13 HD); DR 10/chaotic; fast healing 5

SR 22

Fort +6, Ref +7, Will +7

Speed 20 ft.,

Melee Vampiric touch +11/+6 touch (5d6); or

Melee +2 longsword +13/+8 (1d8+5/19-20); or

Melee Slam +11/+6 (1d6+3)

Ranged Enervation ray +10 touch (as spell)

Space 5 ft.; Reach 5 ft.

Base Atk +9; Grp +11

Atk Options enervation ray, vampiric touch

Spell-like Abilities (CL 13):

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

The save DCs are Charisma-based

Abilities Str 14, Dex 13, Con -, Int 10, Wis 17, Cha 16

SQ construct traits

Feats Alertness, Combat Casting, Great Fortitude, Lightning Reflexes, Quickened Spell-Like Ability (suggestion)

Skills Diplomacy +5, Disguise +12, Gather Information +12, Listen +11, Search +5, Sense Motive +12, Spot +11, Survival +3 (+5 following tracks)

Advancement 14-22 HD (Medium); 23-39 HD (Large)

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).

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.