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Marut

Large construct (inevitable), Lawful Neutral

Armor Class 22 (natural armor)

Hit Points 432 (32d10 + 256)

Speed 40 ft., fly 30 ft.

STR 28 (+9)
DEX 12 (+1)
CON 26 (+8)
INT 19 (+4)
WIS 15 (+2)
CHA 18 (+4)

Saving Throws INT +12, WIS +10, CHA +12

Skills Insight +10, Intimidation +12, Perception +10

Damage Resistances thunder, [object Object]

Damage Immunities poison

Condition Immunities charmed, frightened, paralyzed, poisoned, unconscious

Senses darkvision 60 ft., passive Perception 20

Languages all but rarely speaks

Challenge 25

Immutable Form. The marut is immune to any spell or effect that would alter its form.

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.

Unusual Nature. The marut doesn't require air, food, drink, or sleep.

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.

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.

Source

Mordenkainen Presents: Monsters of the Multiverse, p. 173