New Monster – Order Maker

22 October, 2011

The Anti-Tavern League of Eviril had become increasingly strident its demands to shut down the production and consumption of alcohol in their city.  Since they acquired a new and eloquent speaker, who was always so neatly dressed and precise in his speech, the Anti-Tavern League has become increasingly militant.  Shaming drunks and destroying illegally imported drink.  Soon the city elders will have to step in, but it if difficult to know which side they will support.

Order Maker
A human, except everything about him is too neat, too perfect, not a hair on his head is out of place and the creases in his clothes are so sharp they could cut.  The sword is his hand is stained with blood, but not a drop of it has mussed his clothes.

Order Maker                                              CR 4 (1,200 XP)
LE medium outsider (archon, exiled, extraplanar, lawful)
Init +8; Senses darkvision 60′, low-light vision; Perception +11
AC 19, touch 15, flat-footed 14 (+4 masterwork chain shirt, +4 Dex, +1 Dodge)
hp 6d10+12 (45 hp)
Fort +4, Ref +9, Will +7; +4 vs. poison
Defensive Abilities DR 5/magic; Immune mind-affecting; Resist electricity 12; SR 15 against non-Lawful magic
Spd 40 ft
Melee +1 long sword +11/+6 melee (1d8+3/ 17-20)
Spell-Like Abilities (CL 6th)
Constant – detect chaos
At will –  command (DC 13), guidance, mending, virtue
1/day –  create food and water, dimension door, dispel chaos (DC 17), hold person (DC 14), spike stones (1 20′ square only)
Special Attack rage at disorder, sneak attack +3d6, supernatural precision
Str 14, Dex 19, Con 15, Int 14, Wis 15, Cha 14
Base Atk +6; CMB +8; CMD 22
Feats dodge, improved initiative, weapon finesse
Skills Acrobatics +13, Diplomacy +11, Knowledge (law) +11, Knowledge (the planes) +11, Knowledge (religion) +11, Perception +11, Sense Motive +11, Stealth +13
Languages Celestial, Draconic, Infernal; truespeech
SQ dispersing in death, exiled archon
Environment usually urban
Organization single
Treasure Value incidental
Dispersing in Death (Su): The Order Maker becomes unbound from this plane when it is killed, dispersing into sand and dust, leaving behind almost no trace of having been there.  Its equipment remains, however.
Exiled Archon (Ex): The Order Maker no longer has access to the full powers of its archon heritage except for:
•    Darkvision 60 feet and low-light vision.
•    +4 racial bonus on saves against poison.
•    Truespeech (Su) All archons can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.
Rage at Disorder (Ex): When attacked by chaotic magic or reduced to half or less hit points, the Order Marker flies into a very tightly controlled rage, gaining +2 Strength and 1 temporary hit point per level (usually six) for a number of rounds equal to its Constitution.
Supernatural Precision (Su): The Order Maker can see the flaws in any opponents defenses, it is treated as having the Improved Critical feat for its primary weapon and gains a +4 bonus to confirm critical hits.

Among the Archons, there are those who find the lawbreaking and disorder of the prime material plane, so troubling in fact that it eventually drives them into madness and exile.  They find a way to cross over, usually responding to the appeal of a cult or order for aid in controlling criminality and disorder.

Once in our world, they usually fixate on a particular type of lawbreaking, such as assault, theft, or tax evasion, to focus their attempt to bring order to the world.  Their means tend to become increasingly violent as people fail to become perfectly orderly even under their direction.

What you may know about an Order Maker:
Knowledge (Arcana or Planes) DC 25. Some spirits of law cannot stand the level of disorder and disrespect for the law on the prime planes, a small number of these snap and leave their perfect worlds to try and impose order in our worlds.

Knowledge (Arcana or Planes) DC 35.  Order Makers seek to end lawbreaking and make the world a more lawful place usually through the death of such lawbreakers.

Clerics with the Law domain receive a +2 bonus on this knowledge check.

Before Combat: An Order Maker will try to convince people that its actions were justified under law and the maintenance of Order seeking to avoid combat.  If combat is inevitable and it has time to prepare it will use guidance and virtue on itself for the minor advantage that they bring.

During Combat: An Order Maker seeks to escape and will use its spike stones to hamper the movement of its foes, trying to find a way to avoid the bulk of its enemies and escape.  Saving its dimension door for emergencies.

Morale: The Order Maker approaches all things with cold rationality, seeking only order but they have no wish to waste their lives and seek to avoid combats that cannot win.

Notes: Wanted a monster that could be used to spark off a variety of scenarios, as the Order Maker and -more importantly- its allies are not so much evil but obsessed with a purity of lawful and orderly conflict that cannot be obtained by mortals.

One comment

  1. Interesting monster! The agents of chaos get a lot of play–it’s good to see order get its due.

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