Large construct, lawful neutral
- Armor Class
- 22 (natural armor)
- Hit Points
- 432 (32d10 + 256)
- Speed
- fly 30 ft. (hover), 40 ft., canHover true ft.
- Challenge
- 25 (75,000 XP)
- Saving Throws
- Cha +12, Int +12, Wis +10
- Skills
- Insight +10, Perception +10, Intimidation +12
- Damage Resistances
- thunder; bludgeoning, piercing, 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
Traits
The marut is immune to any spell or effect that would alter its form.
If the marut fails a saving throw, it can choose to succeed instead.
The marut has advantage on saving throws against spells and other magical effects.
Actions
The marut makes two slam attacks.
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.
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.
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 either 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.
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.