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Inevitable, Marut: The Unstoppable Enforcer of Death

Marut
Create

A Marut is a towering, humanoid construct of gleaming black metal and gold inlays, standing nearly 10 feet tall with an aura of inevitable judgment. Its body is covered in intricate, geometric sigils that pulse with golden energy, shifting and rearranging like a celestial clockwork mechanism. Its eyes glow with a relentless, piercing radiance, devoid of emotion or mercy. Every step it takes leaves behind faint ripples of lawful energy, as though the universe itself bends to its passage.

Behaviour

Maruts are silent, unwavering, and utterly relentless in their pursuit of justice. They do not bargain, they do not hesitate, and they never forget a target. They act with cold, mechanical efficiency, unfazed by pleas, deception, or distractions. When they are not actively hunting a violator of cosmic law, they remain motionless, as if dormant—until duty calls them forth again. Their mere presence instills a sense of dread and finality, as if death itself has arrived to collect what is due.

Habitat

Maruts originate from Mechanus, the plane of perfect order, where time moves in precise, unwavering cycles. There, they stand in vast ranks, awaiting commands from their unknowable masters. They do not dwell in cities or fortresses; instead, they remain in great halls of golden gears and endless ticking mechanisms, where reality itself is a perfect equation. However, once assigned a mission, they will cross any plane of existence—Material, Shadowfell, Abyss, or Celestia—without deviation or delay.

Modus Operandi

A Marut does not simply hunt its prey—it arrives. When an individual defies the natural order of death, whether through undeath, unbreakable contracts, or forbidden magic, the universe itself issues judgment. The Marut materializes with a crack of thunder, its golden edicts glowing brighter as it announces the doom of its target. It does not stalk or ambush; it walks directly toward its victim, utterly unstoppable, ignoring obstacles, barriers, or armies in its way. Its attacks are calculated and devastating, often reducing foes to ash with radiant energy or planar force.

Motivation

A Marut has one purpose: to enforce the cosmic law that all things must die. It is neither good nor evil—it simply is. The Marut does not hate its target, nor does it relish destruction. It delivers absolute, impartial judgment, like a celestial executioner. Some say that Maruts were once divine arbiters of fate, and though their godlike masters are long gone, they continue to enforce the will of the multiverse itself, ensuring that no mortal defies the inevitability of death.


  • Marut 5e
  • Marut, Pathfinder
Marut
Create

Large Construct, Lawful Neutral

  • Armor Class: 22 (Natural Armor)
  • Hit Points: 310 (23d10+138)
  • Speed: 40 ft.

Ability Scores

STRDEXCONINTWISCHA
24 (+7)14 (+2)22 (+6)18 (+4)20 (+5)18 (+4)

Saving Throws & Skills

  • Saving Throws: STR +13, DEX +8, CON +12, INT +10, WIS +11, CHA +10
  • Skills: Perception +11

Damage & Condition Resistances

  • Damage Resistances: Bludgeoning, Piercing, and Slashing from nonmagical attacks
  • Damage Immunities: Poison, Psychic
  • Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned

Senses & Languages

  • Senses: Darkvision 120 ft., Passive Perception 21
  • Languages: All languages (can speak eloquently in any tongue) and telepathy 120 ft.

Challenge

  • CR: 21 (33,000 XP)

Traits

  • Immutable Form: The Marut is immune to any spell or effect that would alter its form.
  • Magic Resistance: It has advantage on saving throws against spells and other magical effects.
  • Magic Weapons: Its weapon attacks count as magical.

Spellcasting

The Marut is an innate spellcaster. Its spellcasting ability is Wisdom (spell save DC 21, +11 to hit with spell attacks). It can cast the following spells without material components:

  • At Will:
    • Detect Magic
    • Dispel Magic
  • 3/Day Each:
    • Banishment – Forces a creature to an unwanted plane if it fails a Wisdom save.
    • Hold Monster – Paralyzes a target (Wisdom save to end the effect).
  • 1/Day Each:
    • Wall of Force – Creates an impenetrable barrier to control the battlefield.
    • Time Stop – Temporarily halts time (up to 5 turns; the Marut cannot affect other creatures during this period).

Actions

  • Multiattack:
    The Marut makes three attacks: one with its Blazing Edict and two with its Cosmic Strike.
  • Blazing Edict (Recharge 5–6):
    • Area: 60-foot cone
    • Effect: Each creature in the area must succeed on a DC 21 Dexterity saving throw or take 45 (10d8) radiant damage and be blinded for 1 minute. Blinded creatures may repeat the save at the end of each turn to end the effect.
  • Cosmic Strike:
    • Melee Weapon Attack: +13 to hit, reach 10 ft., one target
    • Hit: 28 (4d10+7) radiant and force damage
    • Additional: If the target is undead or has unnaturally extended its lifespan, it must succeed on a DC 21 Constitution saving throw or have its maximum hit points reduced by 10 (3d6) for 1 hour.
  • Inevitable Pursuit (Bonus Action):
    • The Marut can move up to half its speed without provoking opportunity attacks.
    • When within 10 feet of a creature that has unnaturally extended its lifespan, it may automatically attempt to grapple the creature. The target must succeed on a DC 21 Strength or Dexterity check (their choice) to escape.

Legendary Actions

The Marut can take 3 legendary actions at the end of another creature’s turn (regaining them at the start of its turn). Only one legendary action option may be used at a time:

  • Swift Advance:
    • Moves up to 20 feet without provoking opportunity attacks.
  • Edict of Fate:
    • Targets one creature within 30 feet; the target must succeed on a DC 21 Wisdom saving throw or be cursed with the inevitability of death, suffering disadvantage on all saving throws until the start of the Marut’s next turn.
  • Cosmic Strike:
    • Makes one Cosmic Strike attack.

Reactions

  • Unyielding Judgment:
    • When a creature within 10 feet attacks the Marut, it can use its reaction to impose disadvantage on the attack roll. If the attack misses, the attacker is pushed 10 feet away.

Lair Actions

If encountered within its native domain (e.g., Mechanus or a similar plane), the Marut can invoke lair actions on initiative count 20 (losing ties):

  • Planar Edict:
    • The ground trembles and bursts with golden sigils in a 30-foot radius. Each creature in the area must succeed on a DC 21 Dexterity saving throw or be knocked prone.
  • Temporal Distortion:
    • In a 20-foot radius, the flow of time warps. Creatures must succeed on a DC 21 Wisdom saving throw or have their speed halved until the end of their next turn.
  • Cosmic Revelation:
    • All creatures in a 40-foot radius are overwhelmed by visions of inevitable fate; each must make a DC 21 Wisdom saving throw. On a failure, the Marut gains advantage on its next attack roll.

Tactics & Combat Strategy

  • Relentless Pursuit:
    • The Marut tracks individuals who unnaturally extend their lifespans (such as liches and powerful necromancers), prioritizing those who manipulate life forces or wield potent magic.
  • Spell & Area Denial:
    • By utilizing Blazing Edict, its innate spells (especially Wall of Force and Banishment), and lair actions, the Marut forces foes into confined, disadvantageous positions.
  • Divide and Conquer:
    • With Inevitable Pursuit and its ability to grapple targets, it isolates key threats and delivers devastating Cosmic Strikes.
  • Adaptive Defense:
    • Its Magic Resistance and legendary actions allow the Marut to counter enemy spellcasting and reposition swiftly, minimizing vulnerabilities.
  • Battlefield Control:
    • Using lair actions and its spellcasting to manipulate time and space, the Marut disrupts enemy coordination and reinforces its own inexorable advance.
Marut
Create

This humanoid is mostly hidden behind plates of elaborate golden armor, the spaces in between revealing flesh of black stone.

Behemoths of onyx and golden armor, maruts shake the ground when they walk, each thunderous step ringing a death knell for those they’ve come to take. Rarely seeming to hurry, a marut’s 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.

Marut CR 15

XP 51,200
LN Large outsider (extraplanar, inevitable, lawful)
Init +3; Senses darkvision 60 ft., low-light vision, true seeing; Perception +26

DEFENSE

AC 30, touch 13, flat-footed 26 (+3 Dex, +1 dodge, +17 natural, –1 size)
hp 214 (16d10+126); regeneration 10 (chaotic)
Fort +16, Ref +8, Will +13
Defensive Abilities constructed; DR 15/chaotic; SR 26

OFFENSE

Speed 30 ft.
Melee 2 slams +27 (2d6+12 plus 3d6 electricity or sonic and blindness or deafness)
Space 10 ft.; Reach 10 ft.
Special Attacks fists of lightning and thunder
Spell-Like Abilities (CL 16th; concentration +23)

Constant—air walktrue seeing
At will—dimension doorfear (DC 21), greater command (DC 22), greater dispel magicmass inflict light wounds (DC 22), locate creature
1/day—chain lightning (DC 23), circle of death (DC 23), mark of justicewall of force
1/week—earthquake (DC 25), geas/questplane shift (DC 22)

STATISTICS

Str 35, Dex 16, Con 23, Int 12, Wis 17, Cha 24
Base Atk +16; CMB +29; CMD 43
Feats Ability Focus (fists of lightning and thunder), Awesome Blow, Combat Casting, Dodge, Improved Bull Rush, Improved Vital Strike, Power Attack, Vital Strike
Skills Diplomacy +26, Intimidate +26, Knowledge (planes) +20, Knowledge (religion) +20, Perception +26, Sense Motive +22, Survival +22; Racial modifiers +4 Perception
Languages truespeech

SPECIAL ABILITIES

Fists of Lightning and Thunder (Su)

A marut’s fists strike with the power of a thunderstorm. For any given slam attack, a marut can choose whether that attack uses lightning or thunder. A lightning attack deals an additional 3d6 points of electricity damage, and the resulting flash blinds the target for 2d6 rounds (Fortitude DC 26 negates the blindness). A thunder attack deals an additional 3d6 points of sonic damage, and the resulting thunderclap deafens the target for 2d6 rounds (Fortitude DC 26 negates the deafness). The save DCs are Constitution-based.

ECOLOGY

Environment any
Organization solitary, pair, or patrol (3–5)
Treasure none

Section 15: Copyright Notice

Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

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