Marut

Large construct (inevitable), Lawful Neutral

Armor Class

22 (natural armor)

Hit Points

432 (32d10+256)

Speed

walk 40 ft., fly 30 ft.

Saves

Int +12, Wis +10, Cha +12

Skills

Insight +10, Intimidation +12, Perception +10

Damage Resistances

thunder; bludgeoning, piercing, slashing from nonmagical attacks

Damage Immunities

poison

Condition Immunities

charmed, frightened, paralyzed, poisoned, unconscious

Senses

darkvision 60 ft.

Languages

all but rarely speaks

Challenge

25

Immutable Form

The marut is immune to any spell or effect that would alter its form.

Legendary Resistance (3/Day)

If the marut fails a saving throw, it can choose to succeed instead.

Magic Resistance

The marut has advantage on saving throws against spells and other magical effects.

Innate Spellcasting

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)

Actions

Multiattack

The marut makes two slam attacks.

Unerring Slam

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.

Blazing Edict (Recharge 5-6)

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.

Justify

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.

Marut

Large construct (inevitable), typically lawful neutral

Armor Class

22 (natural armor)

Hit Points

432 (32d10 + 256)

Speed

walk 40 ft., fly 30 ft. (hover)

Saves

Int +12, Wis +10, Cha +12

Skills

Insight +10, Intimidation +12, Perception +10

Damage Resistances

thunder; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities

poison

Condition Immunities

charmed, frightened, paralyzed, poisoned, unconscious

Senses

darkvision 60 ft.

Languages

all but rarely speaks

Challenge

25

Proficiency Bonus

+8

Immutable Form

The marut is immune to any spell or effect that would alter its form.

Legendary Resistance (3/Day)

If the marut fails a saving throw, it can choose to succeed instead.

Magic Resistance

The marut has advantage on saving throws against spells and other magical effects.

Unusual Nature

The marut doesn't require air, food, drink, or sleep.

Actions

Multiattack

The marut makes two Unerring Slam attacks.

Unerring Slam

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.

Blazing Edict (Recharge 5-6)

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.

Plane Shift (3/Day)

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.