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MA RUT


The nigh-unstoppable inevitables s erve a singular pur-

pose: they enforce contracts forge d in the Hall of Con-

cordance in the city of Sigil. Primus, the leader of the

modrons, created maruts and other inevitables to bring

order to dealings between planar folk. Many creature s,

including yugoloths , will e nter into a contract with inevi-

tables i f asked.

Cosmic Enforcers. T he Hall of Concordance is an

embassy of pure law in Sigil, the City of Doors. In the

hall, two parties who agree to mutua l t erms-and who

pay the requisite gold to the Kolyarut, a mecha nical en-

gine of absolute juris prudence-can have their contract


chiseled onto a sheet of gold that is placed in the che st of

a marut. From that mome nt until the contract is fulfilled,

the marut is bound to enforce its terms and to punish

any party who breaks them. A marut resorts to lethal

force only when a contract calls for i t, when the contract

is fully broken , or when the marut is attacked.

Word Is Law. Inevitables care nothing for the spirit of

an agreement, only the letter. A marut enforces what is

w ritten , not what was meant by or s uppos ed to be unde r-


stood from the writing. The Kolyarut rejects contracts

that contain vague, contradictory, or unenforceable

terms. Beyond that, it doesn't care whe ther both pa rties

understand what they're agreeing to. A s mall a rmy of so-

licitors wa its outside the Hall of Concordance, eage r to

sell their expertise in the craftin g or vetting of contracts.


Constructed Nature. A marut doesn't r equire air,

food, d r ink, or sleep.

MA RUT


Large construct (inevitable), lawful neutral

~ .... ,.,. ...

~ ·"1!1r

.t-I•. _, -


-.. ...


•• • •


Armor Class 22 (natural armor) ••• .l_~•

Hit Points 432 (32d10 + 256) ~


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

••


STR

28 (+9)

DEX

12 (+1)

CON

26 (+8)

INT

19 (+4)

WIS

15 (+2)

CHA

18 (+4)

Saving T hrows Int +12, Wis +10, Cha +12

Skills Insight +10, Intimidation +12, Perception +10

Damage Resista nces thunder; bludgeoning, piercing, and

....


slashing from nonmagical attacks

Damage Immunities poison

Condition Immunities charmed, fr ightened, paralyzed,

poisoned, unconscious

Senses darkvision 60 ft., passive Perception 20 ,..

Languages all but rarely speaks

Challenge 25 (75,000 XP) l •

Immutable Form. The marut is immune to any spell or effect

that would alter its form.

,


(

Innate Spellcasting. The marut's innate spellcasting ability is

Intelligence (spell save DC 20). T he marut can innately cast the

following spell, requiring no material components.

At will: plane shift (self o nly)

Legendary Resist ance (3/Day). If the marut fails a saving throw,

it can choose to succeed instead.

Magic Resist ance. The marut has advantage on saving throws

against spells and other magical effects.

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 ifit is Huge or smaller.

Blazing Edict (Recharge 5-6). Arcane energy emanates from

t he 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 ei ther target is teleported in this way, t he

marut teleports with it to the ci rcle.

After teleporting in this way, the marut can't use this action

again until it finishes a short or long rest.

CHAPTER G I BESTIARY

213
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