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Kyton

Source Bestiary 3 pg. 170
Despicably cruel and equally horrible to gaze upon, kytons are evil fiends who feed on the fear and suffering of mortals through painful supernatural means. Their monstrous appearances vary, but their stoic and amoral dispositions are universal, for no kyton cares anything for the plights typical of the creatures they prey upon. They are beings wholly dedicated to metamorphosis achieved through horrific trials of self-mutilation and the mystical power provided them by their sapping of mortal anguish.

Despite being often categorized by mortals as shadow-dwelling devils, kytons calmly refute such claims, seeing themselves as above the principles of Hell's denizens. Instead, kytons seek ecstasy through pain in the form of deliberate and violent self-transformation, adhering to the belief that by altering the physical and spiritual matter that makes up their form, they can reach a state of perfect being. Removing aspects of themselves and replacing them with more desirable or powerful pieces one at a time, kytons believe that experiences of heightened emotion and sensation (typically in the forms of terror and pain) lead to greater states of awareness and existence. The dedication with which they practice this belief places them on the level of zealots, their fanatical commitment made all the more disturbing by their eerie composedness and unnaturally cool dispositions.

The original kytons were born of the first truly selfish and depraved thoughts conceived by mortals. These creatures surprised and horrified the early gods with their power and hideous nature, and so the gods chained them in a remote part of Hell. The kytons embraced their chains and, seeking to fulfill their unnatural hunger for pain, escaped to the Plane of Shadow, which lay much closer to their mortal prey. Now, kytons are born of mortal souls that were spiritually and physically tortured in life, victims of their own masochism, sacrifices to gods of suffering, or those promised to the fiends either by their own will or by sadistic cultists. Obscure rituals force the sacrificed souls to bypass the normal judgments of the afterlife and instead become mired in the Plane of Shadow. Over an excruciating and lengthy span of time, these souls are warped and twisted until they emerge as frail new kytons. A kyton's first willing act must be to cut away part of its own flesh, proving it is worthy of its kyton nature—the first step in an immortal lifetime of replacing its own substance with the stronger parts of other creatures. By drawing strength from its new grafts, a kyton grows and becomes both stronger and more terrible to behold. Thus, weaker kytons resemble the mortal creatures they once were, whereas older ones are horrifying patchworks of transplanted material that rarely look like their original forms. Many kytons still proudly wear the chains that bound them (either to Hell or to the torture devices that created them), trophies of their power to defy the gods or mortal fate.

Kytons' need to replace parts of themselves with those of stronger mortals puts them in perpetual danger of attacking creatures that are too powerful for them to kill. For this reason, kytons are pragmatic and ruthless in their battles, scrutinizing all potential outcomes of a situation before taking action. Seeing strength in numbers, kytons often attack or trap a mortal victim as a team, hauling the unfortunate soul to the Plane of Shadow, converting their prey into a new kyton or dividing its body and soul among them for grafting and nourishment.

The kytons of the Pathfinder RPG Bestiary are a specific type of kyton (other kytons call them “evangelists”); they have all the traits listed in the kyton subtype (see page 306). The kytons listed here are but a few of the other known types—many more exist on the Plane of Shadow.

Kyton Demagogues

The powerful kyton rulers called demagogues possess strength hardly fathomable by mortals. They exist within a power structure similar to that of archdevils. Lesser kytons view these overseers as horrid sovereigns among their kind, and though there are many outlying areas on the Plane of Shadow not controlled by demagogues, kytons who find themselves wandering through a demagogue's territory know to show respect for these lords of suffering.

Demagogues are so advanced in their metamorphosis of self-mutilation and augmentation that no two look alike. Some are strangely beautiful, some are horrors beyond sane description. A demagogue's powers are vaster than even many of their kyton brethren dare consider—they construct enormous cities out of the countless bodies of their victims, weaving entire networks of veins and spiritual energy to create breathing, pulsating metropolises. Demagogues seek to control as much of the realm around their organic superstructures as they can, a feat that proves forever challenging in the dark, shifting corners of the Plane of Shadow. Though one rarely finds reason to leave the confines of its home plane, a demagogue's influence is far-reaching, and kytons who value their lives do as they are commanded, lest they incite the awful and calculating rage of a mighty overlord. The following are some of the most powerful kyton demagogues that reside in the Plane of Shadow, watching over their pulsating kingdoms in massive, gory towers.
  • Barravoclair, Lady of the Final Gasp
  • Fharaas, the Seer in Skin
  • Inkariax, the White Death
  • Morrobahn, the Parasite Seed
  • Raetorgash, the Skull-Hoarder
  • Sugroz, the Voice in Screams
  • Vevelor of the Broken Dream

Creatures in "Kyton" Category

NameCR
Apocrisiarius7
Apostle Kyton12
Augur2
Cantor9
Ephialtes16
Eremite20
Interlocutor12
Kyton6
Lampadarius4
Libitinarii13
Oitos11
Ostiarius5
Phylacator18
Sacristan10
Suffragan5
Termagant17

Kyton, Termagant

This hovering iron maiden heaves forth a monstrously pregnant mass of tortured limbs and raw tentacles.

Termagant CR 17

Source Inner Sea Bestiary pg. 24
XP 102,400
LE Large outsider (evil, extraplanar, kyton, lawful)
Init +8; Senses darkvision 60 ft.; Perception +27

Defense

AC 31, touch 14, flat-footed 26 (+4 Dex, +1 dodge, +17 natural, –1 size)
hp 263 (17d10+170); regeneration 10 (good weapons and spells, silver weapons)
Fort +20, Ref +11, Will +19
DR 10/good and silver; Immune cold; SR 28

Offense

Speed 20 ft., fly 40 ft. (perfect)
Melee 2 slams +25 (1d8+9/19–20 plus 2d6 bleed), 7 tentacles +20 (1d6+4 plus grab)
Space 10 ft., Reach 10 ft.
Special Attacks flux infusion, rupture, shared rupture, unnerving gaze (30 ft., DC 23)

Statistics

Str 28, Dex 19, Con 30, Int 16, Wis 25, Cha 21
Base Atk +17; CMB +27 (+31 grapple); CMD 42 (can’t be tripped)
Feats Combat Reflexes, Critical Focus, Dodge, Improved Critical (slams), Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Spring Attack
Skills Bluff +25, Fly +30, Heal +27, Intimidate +25, Knowledge (planes, religion) +23, Perception +27, Sense Motive +27, Stealth +20
Languages Common, Infernal; telepathy 100 ft.

Ecology

Environment any (Plane of Shadow)
Organization solitary, pair, or circle (3–5)
Treasure standard

Special Abilities

Poison (Su) Anytime a creature is grappled by a termagant’s tentacles or is affected by its rupture or shared rupture ability, it is exposed to the termagant’s flux infusion. Flux infusion functions as a poison, but with unpredictable effects. Those who fail their saving throws take 1d4 points of ability drain. The ability score drained is randomly determined every time the flux infusion affects the creature (roll 1d6: 1–2 Constitution, 3–4 Dexterity, 5–6 Strength). The save DC is Constitution-based.

Flux Infusion: Injury; save Fort DC 28; frequency 1/round for 10 rounds; effect 1d4 Con, Dex, or Str; cure 2 consecutive saves.

Rupture (Su) When killed, a termagant explodes in a blast of its flux infusion poison. All living creatures within 15 feet must succeed at a DC 28 Fortitude saving throw or be poisoned. The save DC is Constitution-based.

Shared Rupture (Su) Any creature killed while poisoned by a termagant explodes. All living creatures within 10 feet of the creature must succeed at a DC 23 Fortitude save or be poisoned. The save DC is based on the termagant’s Constitution with a –5 penalty.

Unnerving Gaze (Su) A creature that succumbs to a termagant’s unnerving gaze becomes nauseated for 1d4 rounds as its mind attempts to comprehend the horrors it has witnessed.

Description

Coddling, cooing mothers of nails and aberrant life, kyton termagants seek to make all living creatures adopted members of their malformed brood. That most of their purposefully deformed progeny die shortly after coming into their care only compels termagants to search farther for sturdier beings better suited to the honor of becoming their misshapen children.