MarutLarge construct (inevitable)
- 25 (75,000 XP)
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). The marut can innately cast the following spell.
At will: plane shift (self only)
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.
Magic Weapons. The marut’s weapon attacks are magical.
Maneuvers. The marut uses maneuvers (maneuver save DC 25). It has 70 stamina dice which are d8s, a dice limit of 8, regains all expended stamina dice when it finishes a long rest and regains half its total stamina dice when it finishes a short rest, and knows the following maneuvers:
2 stamina dice: tremoring strike
Multiattack. The marut makes two slam attacks.
Unerring Slam. Melee Weapon Attack: automatic hit, reach 1.5 m. Hit: 60 bludgeoning damage, and the target is pushed up to 1.5 meters 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 18-meters cube. Every creature in that area takes 45 radiant damage. Each creature that takes any of this damage must succeed on a DC 20 Will 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 18 meters of it. Each target must succeed on a DC 20 Will 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.