22 (natural armor)
432 (32d10+256)
walk 40 ft., fly 30 ft.
Int +12, Wis +10, Cha +12
Insight +10, Intimidation +12, Perception +10
thunder; bludgeoning, piercing, slashing from nonmagical attacks
poison
charmed, frightened, paralyzed, poisoned, unconscious
darkvision 60 ft.
all but rarely speaks
25
The marut is immune to any spell or effect that would alter its form.
If the marut fails a saving throw, it can choose to succeed instead.
The marut has advantage on saving throws against spells and other magical effects.
The marut's innate spellcasting ability is Intelligence (spell save DC 20). The marut can innately cast the following spell, requiring no material components. • At will: plane shift (self only)
The marut makes two slam attacks.
Melee Weapon Attack: automatic hit, reach 5 ft., one target. Hit: 60 force damage, and the target is pushed up to 5 feet away from the marut if it is Huge or smaller.
Arcane energy emanates from the marut's chest in a 60-foot cube. Every creature in that area takes 45 radiant damage. Each creature that takes any of this damage must succeed on a DC 20 Wisdom saving throw or be stunned until the end of the marut's next turn.
The marut targets up to two creatures it can see within 60 feet of it. Each target must succeed on a DC 20 Charisma saving throw or be teleported to a teleportation circle in the Hall of Concordance in Sigil. A target fails automatically if it is incapacitated. If either target is teleported in this way, the marut teleports with it to the circle. After teleporting in this way, the marut can't use this action again until it finishes a short or long rest.
22 (natural armor)
432 (32d10 + 256)
walk 40 ft., fly 30 ft. (hover)
Int +12, Wis +10, Cha +12
Insight +10, Intimidation +12, Perception +10
thunder; bludgeoning, piercing, and slashing from nonmagical attacks
poison
charmed, frightened, paralyzed, poisoned, unconscious
darkvision 60 ft.
all but rarely speaks
25
+8
The marut is immune to any spell or effect that would alter its form.
If the marut fails a saving throw, it can choose to succeed instead.
The marut has advantage on saving throws against spells and other magical effects.
The marut doesn't require air, food, drink, or sleep.
The marut makes two Unerring Slam attacks.
Melee Weapon Attack: automatic hit, reach 5 ft., one target. Hit: 60 force damage, and the target is pushed up to 5 feet away from the marut if it is Huge or smaller.
Arcane energy emanates from the marut's chest in a 60-foot cube. Every creature in that area takes 45 radiant damage. Each creature that takes any of this damage must succeed on a DC 20 Wisdom saving throw or be stunned until the end of the marut's next turn.
The marut casts plane shift, requiring no material components and using Intelligence as the spellcasting ability. The marut can cast the spell normally, or it can cast the spell on an unwilling creature it can see within 60 feet of it. If it uses the latter option, the targeted creature must succeed on a DC 20 Charisma saving throw or be banished to a teleportation circle in the Hall of Concordance in Sigil.