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 themodrons, created maruts and other inevitables to bringorder 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 anembassy of pure law in Sigil, the City of Doors. In thehall, two parties who agree to mutua l t erms-and whopay 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 ofa marut. From that mome nt until the contract is fulfilled,the marut is bound to enforce its terms and to punishany party who breaks them. A marut resorts to lethalforce only when a contract calls for i t, when the contractis fully broken , or when the marut is attacked.Word Is Law. Inevitables care nothing for the spirit ofan agreement, only the letter. A marut enforces what isw ritten , not what was meant by or s uppos ed to be unde r-
stood from the writing. The Kolyarut rejects contractsthat contain vague, contradictory, or unenforceableterms. Beyond that, it doesn't care whe ther both pa rtiesunderstand what they're agreeing to. A s mall a rmy of so-licitors wa its outside the Hall of Concordance, eage r tosell 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)••
STR28 (+9)DEX12 (+1)CON26 (+8)INT19 (+4)WIS15 (+2)CHA18 (+4)Saving T hrows Int +12, Wis +10, Cha +12Skills Insight +10, Intimidation +12, Perception +10Damage Resista nces thunder; bludgeoning, piercing, and....
slashing from nonmagical attacksDamage Immunities poisonCondition Immunities charmed, fr ightened, paralyzed,poisoned, unconsciousSenses darkvision 60 ft., passive Perception 20 ,..Languages all but rarely speaksChallenge 25 (75,000 XP) l •Immutable Form. The marut is immune to any spell or effectthat would alter its form.,
(Innate Spellcasting. The marut's innate spellcasting ability isIntelligence (spell save DC 20). T he marut can innately cast thefollowing 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 throwsagainst 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 upto 5 feet away from the marut ifit is Huge or smaller.Blazing Edict (Recharge 5-6). Arcane energy emanates fromt he marut's chest in a 60 -foot cube. Every creature in that areatakes 45 radiant damage. Each creature that takes any of thisdamage must succeed on a DC 20 Wisdom saving throw or bestunned until the end of the marut's next turn.justify. The marut targets up to two creatures it can see within60 feet of it. Each target must succeed on a DC 20 Charismasaving throw or be teleported to a teleportation circle in theHall of Concordance in Sigil. A target fails automatically if itis incapacitated. If ei ther target is teleported in this way, t hemarut teleports with it to the ci rcle.After teleporting in this way, the marut can't use this actionagain until it finishes a short or long rest.CHAPTER G I BESTIARY213