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Medium Outsider (Extraplanar, Lawful)
Hit Dice: 12d8+24 (78 hp)
Speed: Fly 50 ft. (10 squares) (perfect)
Armour Class: 19 (+1 Dex, +8 deflection), touch 19, flat- footed 18
Base Attack/Grapple: +12/+12
Attack: Slam +12 melee (1d8 plus breakage)
Full Attack: Slam +12 melee (1d8 plus breakage)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breakage, detonate magic
Special Qualities: Countermagic, damage reduction 10/ magic, spell resistance 23, unsummoning
Saves: Fort +12, Ref +11, Will +15
Abilities: Str 10, Dex 12, Con 14, Int 14, Wis 20, Cha 20
Skills: Concentration +17, Diplomacy +22, Disguise +20, Hide +16, Knowledge (arcana) +17, Listen +20, Move Silently +16, Sense Motive +20, Spellcraft +17, Spot +20
Feats: Dodge, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes
Organisation: Solitary or force (1–4 revokers and 5–12 inevitables)
Challenge Rating: 10
Alignment: Always lawful neutral
Advancement: 13-18 HD (Medium)
Level Adjustment: —
This creature is a framework of metal hung with judicial robes; chains and talismans of offi ce are fused into its structure.
Revokers were emissaries of the lords of order, sent when the balance of the universe was disturbed by overly ambitious wizards or sorcerers who conjure too much. They were created using the same energies and authority that birthed the sanctified defenders and are echoes of an older, more ordered time. In centuries past, swarms of revokers descended on the towers and citadels of wizards; evokers were especially targeted by these creatures, as evocation – the creation of something from nothing – was an obvious threat to balance.
Today, the few remaining revokers are generally only seen when there is a major threat to the balance. They can sometimes be summoned, either through brute force of magic (a dangerous act, as the revoker can detonate whatever circles or bonds hold it) or by reporting illegal use of magic to the revoker bureaucracy. Other revokers have gone mad over the long centuries and now believe that magic should be forbidden to all mortals. These decrepit, creaking horrors attack schools of magic and wizard’s towers, hoping to massacre the next generation of apprentices and burn the books and so prevent the art from being passed on.
A revoker is a poor combatant in straight melee, so the creatures are usually accompanied by inevitables or golem servitors to deal with the target’s bodyguards. Revokers, however, excel at killing wizards and other spellcasters.
Breakage (Su): The slam attack of a revoker shatters any wands or staffs held in the hands of its target. If the victim is holding a wand or staff, he must make a Reflex save (DC 21) or have any wands or staves that he is holding shatter. He may add half the caster level of the item as a resistance bonus to his Reflex save. The save DC is Charisma-based.
Countermagic (Su): A revoker may automatically counter one evocation spell a round as a free action.
Detonate Magic (Su): As a free action, a revoker can gesture to convert one spell effect within 120 feet into force. The target of the spell effect takes 1d4 points of force damage per level of the spell. For example, a character under the effects of a haste spell (3rd level) would take 3d4 points of force damage, while a character under the effects of stoneskin (5th level) would take 5d4 damage. The spell is immediately ended completely (including any effects that would normally linger, such as with a fly spell). A revoker may only use this ability once per round as a free action, but can detonate another spell as an attack action or two more with a full-attack action.
Unsummon (Su): Any summoned (not called) creatures within 30 feet of a revoker must make a Will save (DC 21) at the start of their action each round or be dismissed.