test concept by Dmitry Cherevatenko
Marut | Challenge 25 |
Large Construct (Inevitable), lawful neutral | 75,000 XP |
Armor Class 22 (natural armor)
Hit Points 432 (32d10 + 256; bloodied 216)
Speed 40 ft., fly 30 ft. (hover)
STR | DEX | CON | INT | WIS | CHA |
28 (+9) | 12 (+1) | 26 (+8) | 19 (+4) | 15 (+2) | 18 (+4) |
Saving Throws Int +12, Wis +10, Cha +12
Skills Insight +10, Intimidation +12, Perception +10
Damage Resistances cold, fire; nonmagical attacks
Damage Immunities acid, lightning, thunder, poison
Condition Immunities charmed, frightened, paralyzed, poisoned, unconscious
Senses truesight 90 ft., Passive Perception 20
Languages all, but rarely speaks
Proficiency Bonus +8;
Maneuver DC 25
Immutable Form. The marut is immune to any spell or effect that would alter its form.
Inevitable Demise. When the marut reduces a creature to 0 hit points it is knocked unconscious and banished to a teleportation circle in the Hall of Concordance in Sigil.
Inevitable Recovery (1/Rest). When the marut is first bloodied, any conditions or effects it is suffering end for it.
Justify. When the marut
plane shifts an unwilling target, it is transported to a teleportation circle in the Hall of Concordance in Sigil. If a target is transported in this way, the marut can plane shift with it to the circle.
Magic Resistance. The marut has advantage on saving throws against spells and other magical effects.
ACTIONS
Multiattack. The marut makes one
thunder fist and one
lightning fist attack. It can replace one of these with an
inexorable lightning attack.
Thunder Fist. Melee Weapon Attack: automatic hit, reach 5 ft., one target.
Hit: 28 magical bludgeoning damage plus 30 thunder damage and the target must make a DC 24 Constitution saving throw or be deafened for 1 minute.
Lightning Fist. Melee Weapon Attack: automatic hit, reach 5 ft., one target.
Hit: 28 magical bludgeoning damage plus 30 lightning damage and the target must make a DC 24 Constitution saving throw or be blinded for 1 minute.
Inexorable Lightning. A bolt of lighting streaks from the marut to a target it can see within 150 feet of it. The target takes 40 lightning damage and must make a DC 24 Constitution saving throw or be paralyzed until the end of the marut's next turn.
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.
Innate Spellcasting. The marut’s innate spellcasting ability is Intelligence (spell save DC 20, +12 with spell attacks). The marut can innately cast the following spells, requiring no material components:
At will:
command (5th level)
, locate creature,
sleep (5th level)
3/day each:
plane shift, scrying,
wall of force
1/day:
geas (9th level)
BONUS ACTIONS
Inevitable Step. The marut teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.
REACTIONS
The marut can take up to two reactions per round but only one per turn. If a condition or effect would prevent the marut from using a reaction, the effect ends, costing the marut one of its reactions.
Unavoidable. When the marut is missed by an attack, it sends a psychic shockwave through the attacker. The target is
incapacitated until the end of the marut's next turn and target must make a DC 24 Intelligence saving throw or be knocked
unconscious for 1 minute.