MARUT – 5e stats

Large construct (inevitable), lawful neutral

Armor Class 22 (natural armor)
Hit Points 432 (32d10 + 256)
Speed 40 ft., fly 30 ft. (hover)

Proficiency Bonus +8
Proficiency Bonus +14 (5th Edition Advanced Mode)

STRDEXCONINTWISCHA
28 (+9)12 (+1)26 (+8)19 (+4)15 (+2)18 (+4)

Saving Throws Int +12, Wis +10, Cha +12
Saving Throws (suggested) Str +17, Dex +9, Con +16, Int +12, Wis +10, Cha +12
Skills Insight +10, Intimidation +12, Perception +10
Damage Resistances thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities charmed, frightened, paralyzed, poisoned, unconscious
Senses darkvision 60 ft., passive Perception 20
Languages all but rarely speaks
Challenge 25 (75000 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, requiring no material components.

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 Resistance (suggested). The marut has advantage on saving throws against spells and other magical effects from the following schools of magic: Enchantment, Illusion, Transmutation, Necromancy.

Regeneration (suggested). The marut regenerates 5 hit points per round.

ACTIONS

  • Multiattack. The marut makes two unerring 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 if it is Huge or smaller.
  • Unerring Slam (suggested). Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 36 (8d10) bludgeoning damage, and the target is pushed 5 feet away from the marut for each five points of damage inflicted if it is Huge or smaller.
  • 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.
  • 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, 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.

5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.

It is the lack of something that move and motivate characters, not the abundance of it

DESCRIPTION

A marut is a towering construct of onyx and gold, with a humanoid shape and mechanical features. It has a smooth, black surface that reflects light, and golden armor that covers its body. It has no arms or legs, but instead has four mechanical appendages that resemble wings. It has a large head with two glowing eyes and a mouth that can emit thunderous roars. It has no hair or facial expression, but its voice is deep and authoritative. A marut can fly by hovering in the air, and can also use its wings to attack or defend itself.

The physical appearance of a marut is not standard, as there are many variants of this type of construct in different planes and times. Some maruts may have different colors, shapes, or features depending on their purpose or goal. For example, some maruts may have horns, spikes, claws, or other appendages to enhance their combat abilities or intimidate their targets. Some maruts may also have different weapons or items attached to them, such as swords, shields, or bombs.

COMBAT

A marut is a formidable opponent in combat, as it can use various abilities to attack, defend, or manipulate its enemies. A marut can use its wings to fly and maneuver in the air or on the ground. A marut can also use its unerring slam ability to deal force damage and push away its targets. A marut can also use its geas/quest ability to bind its enemies to a specific task or location. A marut can also use its plane shift ability to teleport itself or others to another plane of existence. These abilities make a marut very dangerous and unpredictable in combat.

A marut is not a mindless brute that attacks without reason. It follows the letter of the contracts it enforces and only uses lethal force when necessary or required by a contract. A marut will not harm anyone who is not trying to cheat death or break a contract. A marut will also not harm anyone who is trying to help it or fulfill its duty. A marut will only attack if it is threatened or provoked by its enemies.

A marut is also not a simple opponent to defeat. It has a challenge rating of 25, which means that it is very hard to kill or incapacitate. A marut can also use its unerring slam ability to deal force damage and push away its targets. A marut can also use its geas/quest ability to bind its enemies to a specific task or location. A marut can also use its plane shift ability to teleport itself or others to another plane of existence. These abilities make a marut very dangerous and unpredictable in combat.

HABITAT / SOCIETY

Maruts are constructs that serve a singular purpose: to enforce contracts forged in the Hall of Concordance in the city of Sigil. They are made of onyx and have golden armor, but they carry no weapons or items. They have a voice like an avalanche but are taciturn, but determined and indefatigable in their duties.

Maruts spread the will of the power they serve, whether a god of disease, love, or magic. They interact with others only if it directly involves the service they are currently performing or if hindered from performing that service. Otherwise they seem oblivious to what occurs around them. However, nothing could be further from the truth. Maruts are highly intelligent and keenly alert to their environment.

Maruts do not have a permanent home or a society of their own. They travel from one plane to another, following the contracts they enforce or the orders they receive from their masters. They do not form alliances or friendships with other constructs or beings. They do not have emotions or attachments that would cloud their judgment or loyalty.

Maruts are not evil, but they are not benevolent either. They follow the letter of the contracts they enforce and only use lethal force when necessary or required by a contract. They do not harm anyone who is not trying to cheat death or break a contract. They do not harm anyone who is trying to help them or fulfill their duty. Maruts only attack if they are threatened or provoked by their enemies.

Maruts are loyal servants who obey the will of their masters to the absolute letter. When the situation warrants it, their masters may even send them to aid a power of another alignment. Of course, when the maruts’ actions no longer serve their master’s will, they leave the scene immediately.

ECOLOGY

First Maruts were enchanted constructs that the god of disease, Rudra, had imbued with intelligence and sentience. The marut body itself is made of pure onyx and is worth hundreds of thousands of gold pieces.

Maruts exist only to spread the will of their masters or to serve those their master has chosen. They spread the will of their master even when assigned other tasks.

All maruts created directly from the will of Rudra have changed hands many times since. Because Rudra spreads disease, his own maruts harm their environment by causing disease in plants, animals, and sapient creatures. The god has given maruts to fellow powers as gifts for services rendered. In fact, at times it serves Rudra’s enemies ends to assist the causes of good. In those times, his maruts directly serve a good deity.

Maruts are not native to any plane, but they can travel between them using their plane shift ability. They do not have a natural habitat or a food source, but they can adapt to different environments by using their geas/quest ability to alter their appearance or behavior. They do not have predators or competitors, but they can avoid or fight them using their unerring slam ability or their spells.

Maruts are not affected by magic items or spells that affect constructs, as they are made of onyx and have no magical properties. However, they can be affected by magic items or spells that affect living beings, as they are sentient and have emotions and attachments. They can also be affected by magic items or spells that affect diseases, as they are infected by them and can spread them to others.

In his book Magic and Mystery of Ind, Vimalanda Rey tells a legend of the marut.

In the Plague Year, Rudra visited death upon the once mighty city of Dharaputta.

Prince Rajavahana claimed that with his wealth and power he could deny death, dismay Rudra, and lock out the plague. He locked himself in his high-domed palace. Guards kept away all sickness, and even the healthy who would see the Prince were bathed in strong smelling herbs and given magical treatments to insure their health. The sages of Rajavahana warned him that he could not avoid the maruts, but he paid wizards vast amounts to set certain powerful seals upon his doors that would keep the onyx giants from entering his palace.

As the plague reduced his great city to ruin, the prince amused himself by parties and dances. One day he organized a trip to the treasure room of his great-grandfather. There he found a statue of a marut. For a moment he felt afraid, but the oldest dwellers of the palace assured him that the statue had been there since his grandfather’s time. He had the statue taken to his ballroom to show his victory over Rudra.

During his next feast, with all his guests around, Prince Rajavahana stood in front of the figure and taunted it. To his horror, the statue spoke! Know, o Prince, that the decrees of fate are set aside by no man. Patiently I have waited since the time of your grandfather to bring you this.’ Whereupon the marut breathed out a silvery breath.

Coughing, the Prince cried, ‘What of my guards? what of my spells?’

‘Spells and guards are as naught to fate’.

In an instant all had died the Silvery Death, and the marut, unhampered by spells to prevent its leaving, returned to Mechanus.