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