Unlike the other the layers of Baator, which are dominated by the baatezu the Sevenfold Cube is under the control of a little know, rare (possibly unique), and unusual race of devils known as the the kiratoth.
Little is known about the history or origins of these feinds. Some speculate that they where personally created by Tanikis, while others maintain that she is mearly the most powerful member of thier kind.
What is known is that the earliest recorded sightings of these previously elusive beings where made on the Infernal Battlefeild of Archeron. However, such sightings only go back a few centuries. Older history, if there is any, has been difficult to trace due to the hazards and ever changing conditions of War Amoung the Cubes.
Like everything else in the layer, kiratoth are dominated by Law, only moderately tempered by all corrupting Evil. These unusual personality tendencies have lead some to speculate that their ultimate origin lies in Mechanus, but no proof of this hypothosis has yet been uncovered.
Immunity to acid and poison.
Resitance to fire 10 and cold 10.
Summon (Sp): Kiratoth share the ability to summon others of thier kind (the success chance and type of kiratoth summoned are noted in each moster description).
Cubic Mind (Ex): All kiratoth within 77 miles of each other are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flatfooted, none of them are. No kiratoth in a group is considered flanked unless all of them are.
The Kamtakis are the soul shells (Baator Petitioners) that result from the small number of corrupted souls that find themselves in the Sevenfold Cube during the afterlife. They are formed of the spiritual essence of beings who are both Lawful and Evil, but dominated more by the Lawful side of thier nature.
Unlike many petitioners, Kamtakis retain no trace of thier former existance in thier physical form. They are reduced to glowing green cubes that hover about, devoid of any features, an emblem of order, caught up in the hopeless laws of the 'cube.
Kamtakis have the following special petitioner qualities:
Additional Immunities: Acid, poison.
Resistances: Fire 20, cold 20.
Other Special Qualities: Acid touch, cubic form, glow, cubic mind, Weapon Finesse (bonus feat). Acid Touch (Ex): A kamatakis's slam attack does acid damage. Cubic Form (Ex): Unlike normal petitioners, kamatis loose all resemblence to thier former physical form. They are subject to the following changes:
Type: Kamtakis loose all subtypes and gain the Kiratoth subtype instead.
Size: Size becomes diminutive.
Speed: Kamtakis loose all movement modes and gain Fly (perfect) 20' (4 squares) instead.
AC: Natural armor bonuses are not applicable.
Attacks: Kamtakis loose all attacks and gain a single slam attack (1d4) instead.
Special Attacks: Kamtakis loose all Extraordinary special attacks.
Special Qualities: Kamtakis loose all Extraordinary special qualities.
Cubic Mind (Ex): See kiratoth traits. Glow (Ex): Kamtakis shed a sickly green light that glows about as brightly as a torch. Only their destruction can extinguish the glow, though they can try to hide it.
Clattering along on three insectoid legs, a silvery hexagonal creature approches. Opposide it's three legs are three multi-jointed arms that end in vicious looking pincers. On the top and bottom faces of it's prism like body are telescoping tubes that end in dark orifices.
The markonoth are the janitors of the sevenfold cube. They endlessly patrol their assigned routes, cleaning up and repairing the cubes. They are not very intellegent and operate mostly on programatic instincts. The sole reason for their existance is to maitain the opressive order of the Sevenfold Cube. They have no possessions, very little individuality, and are allowed no free will. They exist to serve, or they cease to exist.
Markonoth don't fight so much as clean. Anything that is out of place (including creatures), they are duty bound to remove. When they discover unwanted creatures within the 'cube, they immediatly seek to remove them.
When a single markonoth enters a cube on it's assigned route, it follows an almost programatic routine. The first thing it does is quickly inspect the cube for any damage or mess. If all is as it should be, it moves on to the next cube. If not, it's next action depends on the size of the job to be done. If a minor repair or clean-up is required, it handles it by itself. If the task at hand is larger, it uses it's cubic mind ability to notify a larger cleaning crew that this cube needs their attention, and then moves on.
Wether solo or as a crew, the markonoth cleaning routine is very similar. To prevent further disorder, unwelcome creatures are dealt with first. If faced with a situation beyond thier limited intelect, they'll use thier cubic mind ability to ask their supervisor what should be done.
Creatures small enough to be subject to the Waste Removal ability are grabbed and dumped onto a random plane. Larger creatures, or those that are difficult to grapple are attacked. They begin by using thier acid spray ability to soften up the stubborn pests and then attack with their pincers while it recharges. Once their targets are dead, they use thier shrink item spell-like ability and thier sharp pincers to reduce the corpses to a small enough size to subject them to waste removal.
If the markonoth begin taking heavy losses, they'll use thier cubic mind ability to alert their kritakith supervisior. Then they'll attempt to use thier summon ability to cover their retreat.
Once any creatures are dealt with, the standard clean-up and repair routine begins. Items are scanned with the arcane analysis ability. Any that are found to be magical are set aside to be delivered to their supervisor. Mundane items which are not marked as belonging to a kritakith (with an arcane mark) are disposed of. Their various spell-like abilites are used to clean up any refuse and repair any damage. Stubborn messes are sprayed with acid and the resulting goo slurped up into the waste removal cavity. Even fallen markonoth are considered refuse and given no special treatment.
Once the cube is back to pristine condition, a crew will move on to the next cube it's been notified of, and a single markonoth will continue on it's assigned patrol route.
A markonoth's natural weapons, as well as any weapons it weilds, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Cubic Mind (Ex): See kiratoth traits.
Acid Spray (Ex): A markonoth can produce a stream of acid that deals 1d8 damage (reflex half, DC 12) to a single target within 10 ft. Once a markonoth has used this ability, it can't use it again for 1d4 rounds. The save DC is Constitution-based.
Spell Like Abilities: At Will -- Arcane Sight, Erase, Mage Hand, Make Whole (DC 14), Prestidigitation, Shrink Item (DC 15). Caster level 5th. The save DCs are Charisma-based.
Summon Kiratoth(Sp): Once per day, a markonoth can attempt to summon 2-7 (1d6+1) kamtakis with a 50% chance of success or another markonoth with a 20% chance of success. This ability is the equivilant of a 2nd-level spell.
Waste Removal (Su): A markonoth has a small opening in the center of it's underside. Any creature or object (of up to Tiny size) placed within the opening is instantly shunted to a random plane. To force an unwilling creature into the opening, the markonoth must first grapple it and then make a successfull grapple check.
Acid Kiss, Constrict (3d8+15), Spell Like Abilities
Cubic Mind, Damage Reduction 10/Good and Silver, Darkvision 60', Immunity to Acid and Poison, Resitance to Fire 10 and Cold 10, Summon Kiratoth
Fort +18, Ref +19, Will +14
Str 24, Dex 28, Con 26, Int 22, Wis 19, Cha 30
Bluff +29, Diplomacy +33, Disguise +29, Escape Artist +28, Forgery +25, Gather Information +29, Intimidate +31, Knowledge (any one) +25, Listen +24, Move Silently +28, Search +24, Sense Motive +24, Slight of Hand +30, Spot +24
Cleave, Great Cleave, Improved Critical (Kritakith Blade), Power Attack, Weapon Focus (Kritakith Blade)
Nine Hells of Bator (The Sevenfold Cube)
Solitary, Pair, or Crew (2-6)
No Coins, Standard Goods, Double Items (Plus Masterwork Kritakith Blade)
Always Lawful Evil
17-25 HD (Medium) or by Character Class
Utterly gorgeous and yet subtly disturbing, the woman before you is an almaglam of humanoid and serpentine features. Her naked torso, arms and head vaugely resemble those of an elf or fey. From the waist down, she has the body of large snake, it's glistening scales colored in a bright and intricate pattern.
Kritakith make up the main populus of the Sevenfold Cube. ...
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Acid Kiss (Ex): Anything coming into contact with kritakith bodily fluids other than blood (usually by means of a kiss) is burned by corrupting acid. During initial contact, the target takes 4d8 points of acid damage (no save). During the next 1d6+1 rounds, the target takes an additional 2d8 points of damage unless the acid is somehow neutralized.
To kiss an an unwilling creature, a Kritakith must first grapple it and then make a successfull grapple check. Alternatly, she may kiss an unsuspecting, but non-combative subject, as a standard action by making a successfull Bluff check.
Unlike most extraordinary abilities, a kritakith maintains this ability when in her alternate form or otherwise shapechanged.
Alternate Form (Su): A kritakith can assume other forms at will as a standard action. This ability functions as a polymorph spell cast on herself (caster level 16th), except that she does not regain hit points for changing form and may only assume humanoid or monstrous humanoid forms.
Constrict (Ex): A kritakith deals 3d8+15 damage with a successful grapple check.
Cubic Mind (Ex): See kiratoth traits.
Spell Like Abilities: At will -- detect chaos, dimension door (quickened, self only), feather fall (DC 11, harmless), jump (DC 11, harmless), reverse gravity (DC 17), sheild of law (DC 18), undetectable alignment (DC 12, object); 3/day -- forcecage, mass reduce person (DC 14), true strike. Caster level 16th. The save DCs are Charisma-based.
Summon Kiratoth(Sp): Once per day a kritakith can attempt to summon 2-7 (1d6+1) kamtakis with an 90% chance of success, 2-7 (1d6+1) markonoth with an 60% chance of success, or another kritakith with a 30% chance of success. This ability is the equivilant of a 7th-level spell.