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Let’s Read Mordenkainen Presents: Monsters of the Multiverse.
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<blockquote data-quote="Leatherhead" data-source="post: 8650242" data-attributes="member: 53176"><p><h3>Marut (MToF)</h3><p></p><p>Maruts are Inevitibles, created by Primus, for the purpose of enforcing contracts. And at a Legendary CR 25, they have plenty of force to enforce them with. It should be noted, however, that lethal force is the last option they will pursue (Unless it is stated differently in said contract), and they do possess both social skills and the ability to understand any language. It would be perfectly reasonable for a Marut to show up, crack open a safe, and then take some material possession back to the Hall of Concordance in Sigil, in order to satisfy a contract between two parties.</p><p></p><p>Maruts only care about the letter of the law, and not what either party thought they were saying. Making them into a sort of puzzle monster. A particularly clever group of PCs might be able to “trick” a Marut with some word-play. Or not, they are a universal polyglot using a contract that can be written in any combination of all known languages, after all.</p><p></p><p>The Marut possesses attacks that do not require rolling. Which is unique for D&D, and is possibly the most clever use of mechanics to represent a theme in the game. Instead they simply automatically hit, and automatically deal damage, should they choose to do so. Their slams automatically push, but they also have an AoE, which can stun (they really missed the opportunity to make this stun automatic too). You will notice that this Legendary Creature lacks Legendary Actions. But with an automatic 120 DPR, they really don’t need any unless you are planning to use them at the end of the game, in which case giving them an Unerring Slam for two actions, and a short-range teleport of some kind for one action should actually be enough to get them back in the game. Maruts also have the ability to cast<em> Plane Shift</em>, with another unique ability to cast it on a target that is within 60’ of them.</p><p></p><p>In the changeover, the Marut had their Justify ability folded into the unique <em>Plane Shift</em> Spell, and had their <em>Plane Shift</em> spell limited to just 3 times per day. Limiting <em>Plane Shift</em> is kind of a bummer, but on the upside, they can use it with the normal number of targets now. In terms of things they didn't change, I have to wonder why they didn’t give the Marut True Sight in the revision, it would really work for this kind of creature.</p></blockquote><p></p>
[QUOTE="Leatherhead, post: 8650242, member: 53176"] [HEADING=2]Marut (MToF)[/HEADING] Maruts are Inevitibles, created by Primus, for the purpose of enforcing contracts. And at a Legendary CR 25, they have plenty of force to enforce them with. It should be noted, however, that lethal force is the last option they will pursue (Unless it is stated differently in said contract), and they do possess both social skills and the ability to understand any language. It would be perfectly reasonable for a Marut to show up, crack open a safe, and then take some material possession back to the Hall of Concordance in Sigil, in order to satisfy a contract between two parties. Maruts only care about the letter of the law, and not what either party thought they were saying. Making them into a sort of puzzle monster. A particularly clever group of PCs might be able to “trick” a Marut with some word-play. Or not, they are a universal polyglot using a contract that can be written in any combination of all known languages, after all. The Marut possesses attacks that do not require rolling. Which is unique for D&D, and is possibly the most clever use of mechanics to represent a theme in the game. Instead they simply automatically hit, and automatically deal damage, should they choose to do so. Their slams automatically push, but they also have an AoE, which can stun (they really missed the opportunity to make this stun automatic too). You will notice that this Legendary Creature lacks Legendary Actions. But with an automatic 120 DPR, they really don’t need any unless you are planning to use them at the end of the game, in which case giving them an Unerring Slam for two actions, and a short-range teleport of some kind for one action should actually be enough to get them back in the game. Maruts also have the ability to cast[I] Plane Shift[/I], with another unique ability to cast it on a target that is within 60’ of them. In the changeover, the Marut had their Justify ability folded into the unique [I]Plane Shift[/I] Spell, and had their [I]Plane Shift[/I] spell limited to just 3 times per day. Limiting [I]Plane Shift[/I] is kind of a bummer, but on the upside, they can use it with the normal number of targets now. In terms of things they didn't change, I have to wonder why they didn’t give the Marut True Sight in the revision, it would really work for this kind of creature. [/QUOTE]
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