Kyton, Wa-Nyudo
The Wa-Nyudo – A flaming wheel the size of an ox rolls towards you. Impaled on its spokes is an enormous head with lolling eyes and chattering, razor-sharp teeth.
Source Demiurge113
Originally posted on Probing the Membrane of Science
Although the sinister outsiders known as kytons prefer to indoctrinate willing converts to their philosophy of pain and mutilation, there are those whom they select to be ‘forcibly rewarded’. The hideous wa-nyudo are the collection agents of the kytons, tasked with retrieving mortal assets and dragging them back, alive or dead, to the Plane of Shadow. Fanatical zealots, wa-nyudo have discarded almost all of their humanoid forms, leaving nothing but a hateful, leering head. Wa-nyudo have chassis of wood, metal and bone built to hold their heads and give them phenomenal speed.
Wa-nyudo are typically found on the Material Plane on a mission of retrieval, but they often take detours to torment and destroy mortals besides their targets. Wa-nyudo take delight in focusing their attention on those who pay attention to them, punishing their victims for the sins of curiosity and fear. In combat, a wa-nyudo is constantly mobile, rolling over opponents and setting them ablaze before returning to inflict deep, bleeding wounds with their fangs.
Kyton Wa-Nyudo CR 11 |
XP 12,800 LE Large outsider (evil, extraplanar, lawful, kyton) Init +8; Senses darkvision 60 ft., low-light vision, Perception +19 |
DEFENSE |
AC 24, touch 14, flat-footed 19 (-1 size, +4 Dexterity, +10 natural, +1 Dodge) hp 149 (13d10+78); regeneration 6 (silver, good weapons, good spells) Fort +14, Ref +8, Will +11 DR 10/silver or good; Immune cold, fire; SR 22 |
OFFENSE |
Speed 60 ft. Melee slam +19 (2d6+7 plus burn), bite +19 (1d6+7 plus bleed) Space 10 ft.; Reach 5 ft. Special Attacks bleed (1d6), burn (2d6, DC 22), searing flames, soul focus, trample (2d6+10 plus burn, DC 23), unnerving gaze (DC 19, 30 ft.) Spell-like Abilities CL 13th, concentration +16 At will locate creature 3/day bestow curse (DC 16), fly, scorching ray 1/day find the path, plane shift (DC 20, Material Plane and Plane of Shadow only), trap the soul (DC 22) |
STATISTICS |
Strength 24, Dexterity 19, Constitution 22, Intelligence 13, Wisdom 16, Charisma 17 Base Atk +13; CMB +21; CMD 36 Feats Blind-fight, Dodge, Improved Initiative, Mobility, Nimble Moves, Spring Attack, Wind Stance Skills Acrobatics +20 (+32 to jump), Bluff +19, Fly +20, Intimidate +19, Knowledge (planes) +17, Perception +19, Sense Motive +19 Languages Common, Infernal |
ECOLOGY |
Environment Plane of Shadow Organization solitary, pair or convoy (3-12) Treasure standard |
SPECIAL ABILITIES |
Searing Flame (Su) Any creature that takes fire damage dealt by a wa-nyudo must succeed a DC 22 Fortitude save or be sickened with pain for 1d4 rounds. The save DC is Constitution-based. This is a pain effect. Soul Focus (Su) A wa-nyudo can use its trap the soul spell-like ability without a focus component, using its own body as a focus. Killing the wa-nyudo releases a soul trapped in this way. A wa-nyudo cannot use this spell-like ability against any creature with more Hit Dice than it has (13 HD for the typical specimen). Unnerving Gaze (Su) Creatures affected by a wa-nyudo’s gaze cower in fear for 1 round. This is a mind-influencing fear effect. |