I Inevitables nevitably in an adventuring hereo's career, it occurs to them that surely there must be someone out there better suited to dealing with a crisis than themselves, and just as naturally these adventurers seek out the powerful mages of the world to entreat their aid. More often than not, such mages refuse to offer any aid that would involve them leaving their tower. It is not that archmages are lazy; it is that they are afraid. The inevitables are constructs that hail from Mechanus, the Plane of utmost Law, and they are each perfected for the purpose of upholding a universal maxim of the multiverse. These laws are deep, foundational... but magic is loose in the world, and mortals are inventive creatures. Inevitables work without pause or fatigue to align the world with their maxim, no matter what must be done to achieve that. Inevitables Lore Arcana DC 10: Inevitables track the violators of the Maxims of Utmost Law by means of an idiosycratic divination talent, which can be frustrated through the usual means, such as Nondetection or Private Sanctum. Arcana DC 15: It is extraordinarily difficult to escape an inevitable on the hunt, as teleportation is blocked within a limited radius around them, and many of them are capable of plane shifting at will. Arcana DC 20: Inevitables are utterly immune to any sort of magic that would incapacitate, immobilize, or polymorph them. History DC 10: The five Maxims of Utmost Law are as follows: Oaths Must Be Kept, Laws Must Be Obeyed, Divinity is Forbidden to Mortals, Immortality is Forbidden to Mortals, Time is Sacred. A mage who seeks to circumvent one or more of these must take precautions against the gaze of the Inevitables. History DC 15: A creature that surrenders to an inevitable without a fight usually survives the experience, though they are forever changed by it. Nature DC 20: The strikes of the inevitables always hit their mark, fueled as they are by the raw energies of Order.
Kolyarut Lore Arcana DC 20: Kolyaruts reportedly have a method of permanantly maiming the health and magic of their targets. History DC 10: Those branded by the kolyarut have the fundamental architecture of their Will altered, forever restricting the choices they are capable of making. History DC 15: Kolyaruts enforce oaths and contracts, roaming the planes in search of oathbreakers to rebuke. Occasionally they will act as signatories or guarantors for particularly momentous accords, though such ceremonies must be mobile, as the kolyarut never pauses in its hunt. History DC 20: Some quarry of the kolyarut have reported success with pleading their case directly to it. Unlike the other inevitables, the kolyarut seem capable of taking extenuating circumstances into account in their judgement. Kolyarut Tactics The kolyarut makes a beeline for its target and grabs it, then curses it on its following turn, releases the target, and leaves. Which curse it applies, and whether it adds a couple uses of Exemplary Damages in the mix, depend on the severity of the violation. The kolyarut ignores spellcasters, and uses only its Unerring Clutch on melee threats other than its target, and even then only if it must. Kolyarut Medium construct, lawful neutral Armor Class 20 (Natural Armor) Hit Points 168 (16d10 + 80) Speed 30 ft. STR DEX CON INT WIS CHA 14 (+2) 13 (+1) 20 (+5) 10 (+0) 17 (+3) 16 (+3) Saving Throws CON +9, WIS +7, CHA +7 Skills Insight +11, Intimidation +11, Perception +7 Damage Resistances Necrotic, Radiant; and Bludgeoning, Piercing and Slashing from Nonmagical Attacks Damage Immunities Poison Condition Immunities Charmed, Frightened, Paralyzed, Poisoned, Unconscious Senses Darkvision 60 ft., Passive Perception 17 Languages All Challenge 10 (5,900 XP) Dimensional Lock. Other creatures can't teleport to or from a space within 60 feet of the kolyarut. Any attempt to do so is wasted. Unyielding Form. The kolyarut is immune to any effect that would inapacitate it, immobilize it, or alter its form. Magic Resistance. The kolyarut has advantage on saving throws against spells and other magical effects. Implacable Tracker. The kolyarut knows the distance to and direction of each creature whose contract or oath it is sworn to enforce, even if the creature and the kolyarut are on different planes of existence. If a creature being tracked by the kolyarut dies, the kolyarut knows. Actions Multiattack. The kolyarut makes two unerring clutch attacks, either of which it may replace with a use of its claim damages, if available. Unerring Clutch. Melee Weapon Attack: automatic hit, reach 5 ft., one target. Hit: 20 force damage and the target is grappled (escape DC 15) and restrained. Exemplary Damages. One creature grappled by the kolyarut must succeed on a DC 15 Charisma saving throw or permanantly lose one hit die or its lowest level spell slot (kolyarut's choice). This can be recovered only through the use of a Wish spell or equivalent magic, or by appealing its case at one of the civil courts of Mechanicus. Curse of the Oathkeeper (6th Level Spell). One creature grappled by the kolyarut must succeed on a DC 15 Charisma saving throw or take 18 (4d8) radiant plus 18 (4d8) psychic damage and be cursed to keep its oaths, suffering the following effects. The cursed creature cannot voluntarily renege on an oath or valid contract it is a party to. The cursed creature is branded an oathkeeper. A creature proficient in History or Arcana is aware of the cause and effects of the creature's curse. Curse of the Oathbreaker (6th Level Spell). One creature grappled by the kolyarut must succeed on a DC 15 Charisma saving throw or take 18 (4d8) necrotic plus 18 (4d8) psychic damage and be cursed to be mistrusted, suffering the following effects. The cursed creature cannot voluntarily enter into oaths or contracts. The cursed creature has disadvantage on Charisma checks made to declare its intent. The cursed creature is branded an oathbreaker. A creature proficient in History or Arcana is aware of the cause and effects of the creature's curse.
Zelekhut Lore Arcana DC 15: Zelekhuts can sense, by sight, a creature's full history of criminal behavior, including events that the creature itself does not recall. Arcana DC 20: The zelakhut's brand marks a creature as and outlaw and an outcast, laying bare its deepest secrets for all to see. History DC 15: Zelekhuts hunt those whose violations of the law are so numerous and brazen that they call the philosophical underpinnings of those laws into question. History DC 20: Creatures abducted by the zelekhut are taken to the Hall of Concordance in the city of Sigil, a court of Utmost Law. Zelekhut Tactics The zelekhut opens with its Curse of Inevitable Justice, then uses its spiked chains and subduing shock on whichever creature has the longest rap sheet. When the target is at 0 hit points, the zelekhut abducts it with its Justify ability. Zelekhut Large construct, lawful neutral Armor Class 20 (Natural Armor) Hit Points 252 (24d10 + 120) Speed 40ft., fly 60ft. STR DEX CON INT WIS CHA 23 (+6) 15 (+2) 21 (+5) 15 (+2) 19 (+4) 17 (+3) Saving Throws STR +11, WIS +9 Skills Insight +14, Intimidation +8, Perception +9, Survival +9 Damage Resistances Lightning; and Bludgeoning, Piercing and Slashing from Nonmagical Attacks Damage Immunities Poison Condition Immunities Charmed, Frightened, Paralyzed, Poisoned, Unconscious Senses Darkvision 120 ft., Truesight 120 ft., Passive Perception 19 Languages all but rarely speaks Challenge 15 (13,000 XP) Dimensional Lock. Other creatures can't teleport to or from a space within 60 feet of the zelekhut. Any attempt to do so is wasted. The zelekhut's own abilities are not subject to this trait. Unyielding Form. The zelekhut is immune to any effect that would inapacitate it, immobilize it, or alter its form. Magic Resistance. The zelekhut has advantage on saving throws against spells and other magical effects. Lawkeeper's Awareness. The zelekhut knows what laws a creature it can see has broken. Actions Multiattack. The zelekhut makes two chain attacks and uses its Subduing Shock. Spiked Chains. Melee Weapon Attack: automatic hit, reach 20 ft., one target. Hit: 27 (5d10) slashing damage and the target is grappled and restrained (escape DC 19). The zelekhut has two chains, each of which can grapple one target. Subduing Shock. Each creature grappled by the zelekhut must succeed on a DC 18 Constitution saving throw or take 36 (8d8) lightning damage. This damage can’t reduce the target’s hit points below 1. Curse of Inevitable Justice (5th Level Spell). One creature the zelekhut can see within 120 ft. must succeed on a DC 18 Charisma saving throw or be cursed with a mark of judgement, suffering the following effects: Any creature that can see the cursed creature knows what laws it has broken. If this curse is removed, another zelekhut is summoned in an unoccupied space within 60 ft. Justify (7th Level Spell). One creature grappled by the zelekhut and affected by its Curse of Inevitable Justice must succeed on a DC 18 Charisma saving throw or be teleported to a teleportation circle in the Hall of Concordance in Sigil. A target fails automatically if it has 1 or fewer hit points. If the target is teleported in this way, the zelekhut teleports with it to the circle. Plane Shift (7th Level Spell). The zelekhut and up to eight willing creatures within 10 feet teleport to another plane of existence.
Varakhut Lore Arcana DC 15: A creature that does not submit to the varakhut's banishing curse is subjected to its disintegration rays. Arcana DC 20: Varakhuts are known to be capable of destroying the magical artifacts that a mage wields, and ripping the knowledge of the means of divine ascencion from their minds. History DC 15: Varakhuts bar the path to mortals who seek to ascend to godhood. They have frustrated countless such ambitions. Varakhut Tactics If a target is wielding some magical artifact that poses some threat to the divine hierarchy, the varakhut opens with its Disjunctive Blast and follows up, repeating this process until the item or creature (ideally both) are destroyed. Otherwise, the varakhut opens with its Curse of Diminished Ambition and a Disintegration Ray, then if the curse lands it follows up with a use of its Purge Mind to make sure the target isn't likely to try again soon. Only once a creature's magic items are destroyed, its mind purged, and its soul cursed does the varakhut make a serious dedicated effort to kill the creature. Varakhut Large construct, lawful neutral Armor Class 20 (Natural Armor) Hit Points 336 (32d10 + 160) Speed 20ft., fly 30ft. (hover) STR DEX CON INT WIS CHA 22 (+6) 15 (+2) 21 (+5) 18 (+4) 19 (+4) 22 (+6) Saving Throws INT +10, WIS +10, CHA +12 Skills Perception +16, Religion +10 Damage Resistances Thunder; and Bludgeoning, Piercing and Slashing from Nonmagical Attacks Damage Immunities Poison Condition Immunities Charmed, Frightened, Paralyzed, Poisoned, Unconscious Senses Truesight 120 ft., Passive Perception 26 Languages all but rarely speaks Challenge 20 (25,000 XP) Dimensional Lock. Other creatures can't teleport to or from a space within 60 feet of the varakhut. Any attempt to do so is wasted. The varakhut's own abilities are not subject to this trait. Unyielding Form. The varakhut is immune to any effect that would inapacitate it, immobilize it, or alter its form. Magic Resistance. The varakhut has advantage on saving throws against spells and other magical effects. Implacable Tracker. The varakhut knows the distance to and direction of each creature that has exceeded its natural lifespan, even if the creature and the varakhut are on different planes of existence. If a creature being tracked by the varakhut dies, the varakhut knows. Actions Multiattack. The varakhut uses its disintegration ray twice, one of which it may replace with its disjunctive blast or curse of diminished ambition, if available. Disintegration Ray (6th Level Spell). One creature or object the varakhut can see within 60 ft. must make a DC 20 Dexterity saving throw. On a failed save, the target takes 50 force damage and each nonmagical item it is wearing or carrying turns to dust. A creature reduced to 0 hit points by this damage is also reduced to dust. Disjunctive Blast (8th Level Spell). One creature or object the varakhut can see within 60 ft. must make a DC 20 Dexterity saving throw. On a failed save, all spells of 8th level or below affecting the target end, and one magic item that the target is carrying (target's choice) becomes inert and nonmagical for the next minute. Purge Mind (6th Level Spell). One creature the varakhut can see within 60 ft. must make a DC 20 Wisdom saving throw. On a failed save, the varakhut removes one piece of knowledge related to process of ascending to divinity from the creature's mind. Curse of Diminished Ambition (9th Level Spell, Recharge 5-6). One creature the varakhut can see within 120 ft. must succeed on a DC 20 Charisma saving throw or be cursed to be barred from divinity, suffering the following effects: While a cursed creature is outside its home plane, it must succeed on a DC 20 Charisma saving throw at the beginning of each of its turns or be returned to its home plane. While a cursed creature is concentrating on a spell or ritual, it takes one psychic damage at the beginning of each of its turns. Plane Shift (7th level spell). The Varakhut and up to eight willing creatures within 10 feet teleport to another plane of existence.
Marut Lore Arcana DC 20: The curse of the marut ensures that even a mage that survives an encounter with one is doomed to die in time. A creature that removes this curse summons another marut in doing so. History DC 15: Maruts ensure that all mortal creatures eventually find a true and lasting death. Quarut Lore Arcana DC 20: Attempting to alter the flow of time in the presence of a quarut is an extraordinarily bad idea, as the quarut can follow a mage into any reference frame. Arcana DC 25: The quarut slows, then freezes time for a transgressor, then either curses it to be trapped in the standard flow of time, leaves it frozen indefinitely, or erases it from time altogether, depending on the offense. History DC 15: Bubbles of slowed or frozen time can be found occasionally in the ruins of ancient institutions of arcane study. It is thought that these are caused by the magical backlash of attempting to harness the magic of Time. History DC 20: Quaruts guard the fabric of space-time, hunting those that abuse it through time travel, or through circumventing the restrictions of the Wish spell. Marut Tactics Under typical circumstances, the marut arrives, applies its curse, and leaves. If the marut was summoned due to the Curse of Inevitable Death being removed, the marut instead seeks to destroy the creature with its Unerring Slams after cursing it. Quarut Tactics The quarut very programatically goes from Slow Time Bubble to Stasis Lock, then chooses between Temporal Purge and its Curse of Contemporality, depending on the severity of the transgression, with the Curse usually sufficing. Once it has established to its own satisfaction that a mortal's ambitions to immortality have been frustrated, it moves on to another target. Marut Large construct, lawful neutral Armor Class 22 (Natural Armor) Hit Points 432 (32d10 + 256) Speed 40ft., fly 30ft. (hover) STR DEX CON INT WIS CHA 28 (+9) 12 (+1) 26 (+8) 15 (+2) 19 (+4) 18 (+4) Saving Throws INT +12, WIS +10, CHA +12 Skills Insight +10, Intimidation +12, Perception +10 Damage Resistances Thunder; and Bludgeoning, Piercing and 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 Challenge 25 (75,000 XP) Dimensional Lock. Other creatures can't teleport to or from a space within 60 feet of the marut. Any attempt to do so is wasted. Unyielding Form. The marut is immune to any effect that would inapacitate it, immobilize it, or alter its form. Magic Resistance. The marut has advantage on saving throws against spells and other magical effects. Implacable Tracker. The marut knows the distance to and direction of each creature that has exceeded its natural lifespan, even if the creature and the marut are on different planes of existence. If a creature being tracked by the marut dies, the marut knows. Actions Multiattack. The marut makes three slam attacks, one of which it may replace with its Curse of Inevitable Death, if available. 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. A creature that has legendary resistances loses one. Curse of Inevitable Death. One creature the marut can see within 120 ft. must succeed on a DC 20 Charisma saving throw or be cursed to die, suffering the following effects: If a cursed creature is restored to life, it dies. If a cursed creature gains a new body, the new body is destroyed. If this curse is removed, another marut is summoned in an unoccupied space within 60 ft. Plane Shift (7th level spell). The Marut and up to eight willing creatures within 10 feet teleport to another plane of existence.
Quarut Large construct, lawful neutral Armor Class 23 (Natural Armor) Hit Points 675 (50d10 + 400) Speed 40ft., fly 30ft. (hover) STR DEX CON INT WIS CHA 28 (+9) 16 (+3) 27 (+8) 16 (+3) 19 (+4) 25 (+7) Saving Throws DEX +INT +12, WIS +10, CHA +12 Skills Insight +10, Intimidation +12, Perception +10 Damage Resistances Thunder; and Bludgeoning, Piercing and 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 Challenge 30 (155,000 XP) Space-Time Lock. Other creatures can't teleport to or from a space within 60 feet of the quarut. Any attempt to do so is wasted. If a creature within 60 ft. alters the flow of time for itself, either through Haste, Time Stop, Wish, or similar magic, the quarut is affected by the same magic. Unyielding Form. The quarut is immune to any effect that would inapacitate it, immobilize it, or alter its form. Magic Resistance. The quarut has advantage on saving throws against spells and other magical effects. Time Sense. The quarut knows the distance to and direction of each creature that has traveled through time or circumvented the restrictions of the Wish spell, even if the creature and the quarut are on different planes of existence. If a creature being tracked by the quarut dies, the quarut knows. Actions Slow Time Bubble (6th Level Spell). The quarut creates a permanent 30 ft. diameter bubble of slowed time. A creature that starts its turn in the bubble, or enters it for the first time on a turn, must succeed on a DC 23 Wisdom saving throw or suffer the following effects until the end of its turn. The creature's movement speed is reduced by half. The creature cannot make more than a single attack on its turn. If the creature casts a spell, the spell doesn't take effect until the beginning of its following turn. Magics Undone. The quarut ends each magical effect of the quarut's choice affecting one creature or object it can see within 60 ft.. Stasis Lock (9th Level Spell, Recharge 5-6). One creature in the quarut's slow time bubble must succeed on a DC 23 Wisdom saving throw or be unaffected by the passage of time until the quarut releases it. A stasis locked creature is incpacitated and immune to all damage and the effects of aging, and does not need to eat, drink, breathe, or sleep. Temporal Purge (9th Level Spell, 1/day). One creature affected by the Quarut's stasis lock must make a DC 23 Charisma saving throw. On a failed save, the creature is removed from the flow of time. It ceases to exist and cannot be returned to life by any known magics, and the marks it left on the material plane fade and are forgotten. Curse of Contemporality (9th Level Spell). One creature the quarut can see within 120 ft. must succeed on a DC 20 Charisma saving throw or be cursed to experience time conventionally, suffering the following effects: The creature can no longer voluntarily be the target of spells of 8th level or above, or of equivalent effects. If this curse is removed, another quarut is summoned in an unoccupied space within 60 ft. Plane Shift (7th level spell). The quarut and up to eight willing creatures within 10 feet teleport to another plane of existence.
Art Credits Inevitables by Wayne Reynolds Quarut and Varakhut copyright Wizards of the Coast Supported By Aaron Rosenberg AHorseWithNoName Alex Bogart Alex Gillies Alex O'Donnell Alex O'Hanlon Alisha Herbitter Allis Anders Ivarsson Andrew Cheeseman Benji Morris Bernhard Fritz Blueberryperson Bradley Webb Brandon Malofsky Brian Horlor Brian Hughes Brian Vogel Char Char Christopher Benjamin Chuck Westfield Corey Watts Damian Ashcroft Damien Stanley Daniel Petersen David Jose Delport Breckland Ex Nihilo Flipp Fletcher Herring Frank Hoenikker Gage Wente George Hughes GramPositive Harrison Phillips Helltroll Hoswell Jack O'Keefe Jacob Gist Jake Serna James Hawthorne James McBride James McGowan Jason Herzog Jeffrey Mehibrech Joacim Hother Bøger Karlsmose Joey Caserez John Langle John O'hare Johnathan Chavez Joseph Donley Josh Huston Justin King Kelsii Weber Kyle Cove Lascifrass Lawrence Courtrelle Luke Wheeler Malacandrian Marc Adelman Matt Herbert Matt Pierce Matthew Cullen Matthew S Mauricio Garcia Maximilian Bizjak Mehul Gupta Michael Taylor Mike Nicolan Milo Baraclough Mitch Whitehead Moritz Hackl Nathan Johnson Nathanial Schnebly Niall Nick I Niki S ObsessiveModelmaker Ondřej Kříž Oscar Mangandid Patrick Phoenix Daniels Primarily Daniel Rae Judd Rici Robert Martin Robin Bjälmsjö Robin Roberts Ronan Battistoni Rowan RuggerFoodie Sandy Hogg SardScroll saternoutlaw Saz Shadowfield Shane Sharelle D Larsen Sheila Dietrich Simen Lande Simon Bell simon Jørgensen Simon Weller SirApetus Sylphreni Tanner F Moen The Coffee Bean GM Victor Navone Vince Margaretich Walter Downard William Dixon Zach Kozel ...and many more! Want to support the creation of content like this? You can join them here on Patreon, where you can find over 700 4e-inspired monsters, 100+ magic items, and a new class for D&D 5e. Thank you!