Marut (CR 15)
Large Construct (Extraplanar and Lawful)
Alignment: Always lawful neutral
Initiative: +1 (Dex); Senses: Listen +16 and Spot +16
Languages: Abyssal, Celestial, Infernal, and the native language of their first target
AC: 34 (-1 size, +1 Dex, +16 natural, +8 full plate mail), touch 10, flat-footed 33
Hit Dice: 15d10+30 (112 hp); DR: 15/chaotic
Fort +7, Ref +6, Will +8
Speed: 40 ft. (30 ft. in full plate armor)
Space: 10 ft./10 ft.
Base Attack +11; Grapple +27
Attack: Slam +22 melee
Full Attack: 2 slams +22 melee
Damage: Slam 2d6+12 and 3d6 sonic or 3d6 electricity
Special Attacks/Actions: Spell-like abilities, fists of thunder and lightning
Abilities: Str 25, Dex 13, Con -, Int 12, Wis 17, Cha 18
Special Qualities: SR 25, fast healing 10, Construct
Feats: Ability Focus (fists); Awesome Blow; Combat Casting; Great Fortitude; Improved Bull Rush; Power Attack
Skills: Concentration +13, Diplomacy +16, Knowledge (religion) +10, Listen +16, Search +10, Sense Motive +12, Spot +16, and Survival +3 (+5 following tracks)
Advancement: 16-28 HD (Large); 29-45 HD (Huge)
Climate/Terrain: Clockwork Nirvana of Mechanus
Spell-Like Abilities: At will - circle of doom, dimension door, dominate person, fear, greater dispelling, locate creature, true seeing; 1/day - chain lightning, circle of death, mark of justice, wall of force; 1/week - earth quake, geas/quest, plane shift. These abilities are as the spells as cast by a 14th-level sorcerer (save DC = 14 + spell level).
Fists of Thunder and Lightning (Su): The marut's left fist delivers a loud thunderclap whenever it hits something, dealing an additional 3d6 points of sonic damage and deafening the target for 2d6 rounds (Fortitude save DC 17 negates the deafness). The right fist delivers a shock for an additional 3d6 points of electricity damage, and the flash of lightning blinds the target for 2d6 rounds (Fortitude save DC 17 negates the blindness).
Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Fast Healing (Ex): An inevitable heals a certain amount of damage each round as long as it has at least 1 hit point. However, damage dealt by blessed and chaotic weapons heals at the normal rate.
Unless their very existence is threatened, inevitables focus completely on the transgressor they've been assigned to, ignoring other combatants completely. An inevitable might attack anyone who hinders its progress, but it won't tarry beyond the point where it can reengage its quarry. Inevitables take self-defense very seriously; anyone who attacks an inevitable with what the creature perceives as deadly force is met with deadly force in return.
Once it has found its target, a marut brings it the death it has been trying to avoid. Those who defile death through necromancy may instead receive a geas and/or mark of justice to enforce proper respect. It typically uses wall of force to shut off any escape routes, then opens up with chain lightning while it closes to melee range. Once there, it strikes with its massive fists, using circle of death if beset by numbers of defenders. It hits spellcasting opponents with greater dispelling after greater dispelling and uses dimension door and locate creature to track down foes who flee.
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.
A subtype usually applied only to outsiders native to the lawful-aligned Outer Planes. Most creatures that have this subtype also have lawful alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a lawful alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the lawful subtype overcomes damage reduction as if its natural weapons and any weapons it wields were lawful-aligned (see Damage Reduction).