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Monster

Marut

Large Construct · Lawful Neutral

Mordenkainen's Tome of Foes Page 213
Armor Class 22
Hit Points 432 (32d10 + 256)
Speed Walk 40 ft., Fly 30 ft. ((hover))
CR 25
STR 28 +9
DEX 12 +1
CON 26 +8
INT 19 +4
WIS 15 +2
CHA 18 +4

Traits

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.

Actions

Multiattack

The marut makes two slam attacks.

Unerring Slam

Melee Weapon Attack automatic hit, reach 5 ft., one target. 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

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 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 . 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.
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