b'Inevitable, Marut \n'b'  Family:   Inevitable  \n'b'  Large   construct  (inevitable),  lawful neutral  \n'b'  Armor Class  17 (natural armor)  Hit Points  189 (18d10+90)  Speed  30 ft., fly 30 ft. (hover)\n'b' STATS STR: 22 (+6) DEX:  15 (+2)  CON:  20 (+5)  INT:  12 (+1)  WIS:  15 (+2)  CHA:  21 (+5)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Con  +10,  Wis  +7  Skills   Arcana  +6,  Athletics  +11,  Insight  +7, Intimidate +10,  Perception  +7,  Persuasion  +10,  Religion  +6,  Survival  +7  Damage Resistances  bludgeoning, piercing, and slashing from nonmagical weapons  Damage Immunities  poison, psychic  Condition Immunities   charmed ,  exhaustion ,  frightened ,  paralyzed ,  petrified ,  poisoned   Senses  truesight 120 ft., passive  Perception  17  Languages  All  Challenge  15 (13,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Innate Spellcasting . The marut\xe2\x80\x99s innate spellcasting ability is  Charisma  (spell save DC 18). It can innately cast the following spells, requiring no material components.\n'b'\n'b'\n'b'  At will :  command  (as a 4th-level spell),  dimension door ,  dispel magic  (as a 6th-level spell),  fear ,  locate creature  \n'b'  1/day :  chain lightning ,  circle of death ,  wall of force  \n'b'  1/week :  earthquake ,  geas ,  plane shift  \n'b'\n'b'  Combat Casting . The marut has advantage on  Constitution  saving throws made to maintain its concentration on a spell when it takes damage. \n'b'  Magic Resistance . The marut has advantage on saving throws against spells and other magical effects. \n'b'  Regeneration . The marut regains 15  hit points  at the start of its turn if it has at least 1 hit point. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The marut makes two attacks with its fists. \n'b'  Fist .  Melee Weapon Attack : +11 to hit, reach 5 ft., one target.  Hit : 17 (2d10 + 6) bludgeoning damage plus 10 (3d6) lightning or 10 (3d6) thunder damage (marut\xe2\x80\x99s choice). If the marut chooses lightning damage, the target must succeed on a DC 19  Constitution  saving throw or be  blinded  until the end of the marut\xe2\x80\x99s next turn. If the marut chooses thunder damage, the target must succeed on a DC 19  Constitution  saving throw or be  deafened  until the end of the marut\xe2\x80\x99s next turn. \n'b'  Awesome Blow .  Melee Weapon Attack : +11 to hit, reach 5 ft., one target.  Hit : 33 (6d8 + 6) bludgeoning damage. If the target is a Medium or smaller creature, it must make a DC 19  Strength  saving throw or be pushed up to 10 feet away and knocked  prone . \n'b'\n'b' ABOUT \n'b' Behemoths of onyx and golden armor, maruts shake the ground when they walk, each thunderous step ringing a death knell for those they\xe2\x80\x99ve come to take. Rarely seeming to hurry, a marut\xe2\x80\x99s onslaught is deliberate, purposeful, and relentless. Its quarry may impede it or flee, running for decades or centuries, but from the initial meeting onward, the target must always look over its shoulder with the knowledge that, like death itself, the marut is ever at its heels, slowly but surely approaching, bringing balance through inevitable oblivion. Maruts primarily target those mortal souls who have artificially extended their lifespans beyond what is feasible for their race, such as liches and other powerful magic users. Extraordinary but natural means of cheating death are sometimes also punished, such as the magistrate who murders an entire starving town to save himself, or those who foresee their own deaths via divination magic and are therefore able to avoid them. Although they are capable of speaking eloquently in any language, and frequently gather vast amounts of information from those who are intimidated by their mere presence, maruts rarely engage in conversation or strategic alliances with mortals. Even on the battlefield, the juggernauts prefer to remain silent, knowing that their targets are already aware of their own transgressions and that all mortals secretly harbor dreams of immortality.'