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Kyton Interlocutor

Kyton Interlocutor
KYTON, INTERLOCUTOR – AI Generated Artwork – NightCafe Creator

At the core of this multi-limbed monstrosity of claws and blades struggles a glistening mass of veins, organs, and twisted flesh.

Source Bestiary 3 pg. 1 Orginally posted in Archives of Nethys

Kyton Interlocutors are the self-proclaimed surgeon-sculptors among kytons, viewing their practice as more art than medical process. Each victim is a new chance to study the art of pain and sensation through horror-stricken eyes. Their ability to heal the damage they inflict, even to the extent of restoring life to a subject that has only just expired, is perhaps more feared than their eagerness to cut flesh. To an interlocutor’s victim, death is a mercy that is rarely offered.

Nowhere is the interlocutor’s mastery of flesh more apparent than in their bodies, for their apotheosis from mortal into kyton involves the shedding of useless parts down to a tangle of nerves, veins, and various organs. These are then incorporated into bodies made of semi-living metal fashioned from raw shadowstuff harvested in strange reaches of the Plane of Shadow, giving the kyton a terrifying body. Periodically, an arm or other ‘leftover’ limb is retained by the kyton, but only in the same way someone might retain ownership of a treasured piece of jewelry as a keepsake or memento. Some interlocutors retain nothing of their old bodies of flesh save the brain, nerves, and portions of their circulatory system.

Interlocutors are 9 feet tall and weigh 800 pounds.

Interlocutor CR 12
XP 19,200

LE Large outsider (evil, extraplanar, kyton, lawful)

Init +7; Senses Darkvision 60 ft.; Perception +23
DEFENSE
AC 26, touch 13, flat-footed 22 (+3 Dexterity, +1 Dodge, +13 natural, -1 size)

hp 147 (14d10+70); regeneration 5 (good weapons and spells, silver weapons)

Fort +14, Ref +9, Will +17

DR 10/silver or good; Immune cold; SR 23
OFFENSE
Speed 40 ft.

Melee 4 claws +20 (1d8+7/19–20 plus bleed)

Space 10 ft., Reach 10 ft.

Special Attacks bleed (1d6), poison, rend (2 claws, 1d8+7), surgical strikes, unnerving gaze (30 ft.; DC 22)

Spell-Like Abilities (CL 14th; concentration +19)

 At will – bleed (DC 15), plane shift (from the Material Plane to the Plane of Shadow Plane, self only), stabilize


3/day – cure serious wounds, restoration


1/day –breath of life

STATISTICS
Strength 24, Dexterity 17, Constitution 21, Intelligence 15, Wisdom 22, Charisma 20

Base Atk +14; CMB +22; CMD 36 (38 vs. trip)

Feats Cleave, Combat Reflexes, Dodge, Improved Initiative, Iron Will, Lightning Reflexes, Power Attack

Skills Heal +23, Intimidate +22, Knowledge (arcana, local, religion) +9, Knowledge (dungeoneering, nature, planes) +12, Perception +23, Sense Motive +23, Stealth +16

Languages Common, Infernal
Special Abilities
Surgical Strikes (Ex) An interlocutor’s claws threaten a critical hit on a roll of 19-20. On a successful critical hit, that claw deals 2d6 bleed damage rather than 1d6.


Unnerving Gaze (Ex) A creature that succumbs to an eremite’s unnerving gaze becomes staggered for 1 round as it becomes convinced that it recognizes some of its own body parts entangled in the interlocutor’s body.
ECOLOGY
Environment any (Plane of Shadow)

Organization solitary, pair, or gang (3-5)

Treasure standard
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