The Inevitables

Hailing from the lawful neutral plane of Mechanus, inevitables are constructs whose sole aim is to enforce the natural laws of the universe. They are the mechanical embodiments of Law, and seek to deal out justice where ever they are.

Specialized Creation. Each type of inevitable is designed to find and punish a particular kind of transgression, hunting down a person or group that has violated a fundamental principle, such as “The guilty should be punished,” “Bargains should be kept,” or “Everyone dies eventually.” When an inevitable is created, it receives its first mission, then finds the transgressors and metes out appropriate punishment. The sentence is usually death, although some inevitables insist on compensation to the wronged party instead, using geas and mark of justice to ensure compliance. From its first step, an inevitable focuses totally on its target. It continues its efforts no matter how cold the trail or hopeless the task. If unable to cross an ocean any other way, inevitables have been known to walk into the waves, traversing the seabed to emerge on another continent months later.

Unnatural Focus. Inevitables are single-minded in pursuit of their quarry, but they are under orders to leave innocents alone. Accomplices to their prey are fair game, however, which sometimes creates conflicts within their programming. Even the most effective inevitables are periodically recalled to Mechanus for reprogramming.

Patient Hunters. Inevitables gladly sacrifice themselves to complete a mission, but they aren’t suicidal. Faced with impending defeat, they are likely to withdraw and seek a way to even the odds. They are determined but patient foes. They ally with others if that helps accomplish their mission, but they have a hard time keeping allies for long. It’s apparent to anyone who spends much time with one that an inevitable would sacrifice an ally to fulfill its purpose without a second thought.

Wandering Judgment. When an inevitable completes its task, it wanders the landscape and passively observes life around it. When it discerns another transgression of the principle it is dedicated to, it has a new mission. Inevitables tend to stick out in a crowd while they’re in observation mode, but they seem oblivious to the attention. Those in the know who hear about a 12-foot-tall, golden-armored statue roaming the countryside might seek out the inevitable and present a case, hoping it will take on the alleged transgressor. The decision is based on the idiosyncrasies of the inevitable’s programming, so there’s no guarantee.

Their forms vary, but all inevitables are gold-and-silver clockwork creatures, with gears and pistons where muscles would be on flesh-and-blood creatures. Their eyes glow with a golden radiance.

Combat

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.

Inevitable Types

There are five known types of inevitables, each more powerful than the last. However, there isn't necessarily a hierarchy between them, as they all act independant of one another and rarely interact. However, beyond this, all Modrons besides the highest of levels are beholden to any of the inevitables, as the inevitables represent a higher being of Law.

Kolyarut

Kolyaruts represent the ultimate enforcement clause in a contract— they mete out punishment to those who break bargains and oaths. Originally sent from Mechanus to avenge major betrayals, once on the Material Plane they hunt down everyone from unscrupulous merchants to army deserters. Anyone who reneges on a deal could draw the ire of a kolyarut, although the creature usually ignores inconsequential deals and rashly sworn oaths.

Before beginning a mission against a deal-breaker, a kolyarut learns as much about the contract or oath as possible. It’s not interested in those who break deals accidentally or against their will— only those who willingly break contracts violate the principle that kolyaruts are created to uphold. If a written contract was broken, the kolyarut typically carries a copy of the contract with it.

Kolyaruts are the most talkative of the inevitables, making credible attempts at social niceties such as proper greetings before getting down to the matter at hand. They can use disguise self to appear as almost any kind of humanoid—useful if they need to go undercover to catch their quarry.

Marut

Maruts represent the inevitability of death. They confront those who would try to deny the grave itself.

Any who use unnatural means to extend their life span (such as a lich) could be targeted by a marut. Those who take extraordinary measures to cheat death in some other way (such as sacrificing hundreds of others to keep oneself safe from a plague) might be labeled transgressors as well. Those who use magic to reverse death (raise dead spells, for example) aren’t worthy of a marut’s attention unless they do so repeatedly or on a massive scale.

When a marut has identified its target, it walks surely and implacably toward the foe, never resting.

Leaders of the Lawful

The inevitables exist within a great order than nearly any Modron, and as such will often employ the use of Modrons when it becomes obvious that the solitary approach will not work. However, they are not against working with other creatures, provided they serve their purpose.

Quarut

Quaruts are among the most powerful of inevitables in existence. They protect two of the most precious and tenuous things of all: time and space. They use their uncanny sense of both temporal and spatial awareness to know when transgressions that disrupt the time–space continuum are taking place, and then they hunt down the perpetrators.

A quarut appears humanoid in form, though that is where the resemblance ends. Typical of most inevitables, a quarut has a clockwork body, complete with gears and pistons. Numerous small timepieces and hourglasses function within its body. A quarut wears extremely fine half-plate armor that is etched with various symbols involving time. In place of a head, it has a continually flowing hourglass. Sometimes the sand inside the hourglass seems to be flowing up; no quarut has ever explained why this is so.

Quaruts are concerned about spellcasters who use such powerful magic as limited wish, miracle, temporal stasis, time stop, and wish. In the eyes of a quarut, the use of these spells plays havoc with the universe and risks all beings. However, despite their displeasure with spellcasters that use these spells and abilities, quaruts employ most of these spells with impunity.

Varakhut

Varakhuts are defenders of the gods. While inevitables themselves do not worship any entity, they understand the necessity of these beings and know that their demise would bring nothing but chaos to the universe. They hunt down those that attempt to usurp the power of the gods for themselves.

Varakhuts are abstract-looking beings roughly humanoid in form. Their bodies are blocky and made up of intricate clockwork. Small spheres resembling planets and galaxies can sometimes be glimpsed inside their metal framework.

Varakhuta do not act on behalf of any particular deity and have defended the entire spectrum of pantheons, moralities, and ethical outlooks.

Zelekhut

Zelekhuts are charged with hunting down those who would deny justice—especially those who flee to escape punishment. Expert trackers, they use a combination of natural skill and magic to find fugitives wherever they may hide.

A zelekhut may initially appear rather nonthreatening—but when it is about to enter combat, it can cause two spiked chains to spring forth from its forearms. In similar fashion, it can cause a pair of golden metallic wings to emerge from its back.



Kolyarut

Medium Construct(Inevitable), Lawful Neutral


  • Armor Class 18
  • Hit Points 195(17d8 + 119)
  • Speed 30ft.

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 24 (+7) 12 (+1) 17 (+3) 16 (+3)

  • Saving Throws Dex +4, Wis +5
  • Skills Deception +6, Insight +10, Investigation +4, Perception +6, Persuasion +4
  • Damage Immunities psychic, poison, bludgening, piercing, and slashing from nonmagical weapons that aren't adamantine
  • Condition Immunities charmed, exhastion, frightened, paralyzed, petrified, poisoned
  • Senses Darkvision 60ft., passive Perception 16
  • Languages Common, Infernal, Abyssal, Celestial
  • Challenge 12 (8,400 XP)

Innate Spellcasting. The kolyarut's innate spellcasting ability is Charisma (spell save DC 15). The kolyarut can innately cast the following spells, requiring no material components:

• At will: disguise self, hold person, invisibility, locate creature, suggestion, vampiric touch

• 1/day each: hold monster, mark of justice

• 1/week: geas

Immutable Form. The kolyarut is immune to any spell or effect that would alter its form.

Magic Resistence. The kolyarut has advantage on saving throws against Spells and other magical effects.

Magic Weapons. The kolyarut's weapon attacks are magical.

Actions

Multiattack. The kolyarut makes three attacks with it's greatsword. It can replace one of it's attacks with vampiric touch.

Greatsword. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Enervation Ray (Recharge 5-6). Ranged Spell Attack: +7 to hit, range 200ft., one creature. Hit: 19 (3d10 + 3) The target must succeed on a DC 15 Constitution saving throw or it gains a level of exhaustion and its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target gets rid of its levels of exhaustion. The target dies if this effect reduces its hit point maximum to 0.



Marut

Large Construct(Inevitable), Lawful Neutral


  • Armor Class 20
  • Hit Points 270(20d10 + 160)
  • Speed 35ft.

STR DEX CON INT WIS CHA
25 (+7) 13 (+1) 26 (+8) 12 (+1) 17 (+3) 18 (+4)

  • Saving Throws Dex +5, Wis +7
  • Skills Insight +5, Investigation +4, Perception +8, Survival +4
  • Damage Immunities psychic, poison, bludgening, piercing, and slashing from nonmagical weapons that aren't adamantine
  • Condition Immunities charmed, exhastion, frightened, paralyzed, petrified, poisoned
  • Senses Darkvision 60ft., passive Perception 18
  • Languages Common, Infernal, Abyssal, Celestial
  • Challenge 14 (11,500 XP)

Innate Spellcasting. The marut's innate spellcasting ability is Charisma (spell save DC 17). The marut can innately cast the following spells, requiring no material components:

• At will: air walk, dimension door, fear, command (5th level), mass inflict wounds, locate creature, true seeing

• 1/day each: chain lightening, circle of death, mark of justice, wall of force

• 1/week: earthquake, geas, plane shift (DC 21)

Immutable Form. The marut is immune to any spell or effect that would alter its form.

Magic Resistence. The marut has advantage on saving throws against Spells and other magical effects.

Magic Weapons. The marut's weapon attacks are magical.

Regeneration. The marut regains 10 hit points at the start of its turn. If the marut takes force damage, this trait doesn't function at the start of the marut's next turn.

Unrelenting Force. If the marut's target is in sight, all effects the impede movement have no effect. The marut can take the Dash action as a bonus action, and any creatures within 5ft. of the marut while dashing take 5 (2d4) bludgening damage.

Actions

Multiattack. The marut makes three attacks, two with one of it's fists and one with the other.

Left Fist of Thunder. Melee Weapon Attack: +14 to hit, reach 10ft., one target. Hit: 16 (2d6 + 9) bludgening damage plus 10 (3d6) thunder damage. The target must make a DC 17 Con saving throw or be deafened for 2 rounds.

Right Fist of Lightening. Melee Weapon Attack: +14 to hit, reach 10ft., one target. Hit: 16 (2d6 + 9) bludgening damage plus 10 (3d6) lightening damage. The target must make a DC 17 Con saving throw or be blinded for 2 rounds.



Quarut

Medium Construct(Inevitable), Lawful Neutral


  • Armor Class 20
  • Hit Points 275(22d8 + 176)
  • Speed 35ft.

STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 26 (+8) 14 (+2) 17 (+3) 20 (+5)

  • Saving Throws Dex +7, Wis +7, Cha +7
  • Skills Arcana +8, Insight +5, Investigation +4, Perception +8
  • Damage Immunities psychic, poison, bludgening, piercing, and slashing from nonmagical weapons that aren't adamantine
  • Condition Immunities blinded, charmed, deafened, exhastion, frightened, paralyzed, petrified, poisoned
  • Senses Darkvision 60ft., passive Perception 18
  • Languages Common, Infernal, Abyssal, Celestial
  • Challenge 17 (18,000 XP)

Innate Spellcasting. The quarut's innate spellcasting ability is Charisma (spell save DC 19). The quarut can innately cast the following spells, requiring no material components:

• At will: dominate person, dispell magic (8th level), haste, hold monster, locate creature, mass inflict wounds (6th level), slow, true seeing

• 3/day each: temporal stasis

• 1/day each: circle of death, force cage, mark of justice, teleport, time stop

• 1/week each: geas, plane shift (DC 21)

Immutable Form. The quarut is immune to any spell or effect that would alter its form.

Magic Resistence. The quarut has advantage on saving throws against Spells and other magical effects.

Magic Weapons. The quarut's weapon attacks are magical.

Regeneration. The quarut regains 15 hit points at the start of its turn. If the quarut takes force damage, this trait doesn't function at the start of the quarut's next turn.

Space-Time Sense The quarut can sense any disturbances in space-time on the same plane. These disturbances include the use of reverse gravity, temporal stasis, time stop, wish, or a successful divine intervention. The quarut will know the direction and distance of where the disturbance occured.

Spatial Uncertainty The quarut is able to manipulate space with ease, and any attack can up to hit three targets at once. Included in attack.

Actions

Multiattack. The quarut makes three slam attacks. It can subsitute one of these attacks with a casting of slow.

Spatial Slam. Melee Weapon Attack: +13 to hit, reach 10ft., up to three targets. Hit: 17 (3d6 + 7) bludgening damage plus 10 (3d6) force damage. The target must make a DC 19 Con saving throw or be stunned for 1 round. A successful hit allows the Quarut to teleport up to 20 feet to a place it can see.



Varakhut

Large Construct(Inevitable), Lawful Neutral


  • Armor Class 22
  • Hit Points 434(28d10 + 280)
  • Speed 50ft., 50ft. fly (hover)

STR DEX CON INT WIS CHA
28 (+9) 15 (+3) 30 (+10) 18 (+4) 19 (+4) 22 (+6)

  • Saving Throws Dex +8, Wis +8
  • Skills Arcana +10, History +8, Insight +10, Investigation +4, Perception +6, Survival +4
  • Damage Immunities psychic, poison, bludgening, piercing, and slashing from nonmagical weapons that aren't adamantine
  • Condition Immunities blinded, charmed, deafened exhastion, frightened, paralyzed, petrified, poisoned
  • Senses Darkvision 60ft., passive Perception 16
  • Languages Common, Infernal, Abyssal, Celestial
  • Challenge 22 (41,000 XP)

Innate Spellcasting. The varakhut's innate spellcasting ability is Charisma (spell save DC 20). The zelekhut can innately cast the following spells, requiring no material components:

• At will: circle of death, dimension door, dominate monster, haste, hold monster, locate creature, mass inflict wounds (6th level), true seeing

• 3/day each: forcecage, mark of justice, teleport

• 1/day each: geas, meteor swarm, plane shift (DC 21), wish

Immutable Form. The varakhut is immune to any spell or effect that would alter its form.

Magic Resistence. The varakhut has advantage on saving throws against Spells and other magical effects.

Magic Weapons. The varakhut's weapon attacks are magical.

Regeneration. The varakhut regains 15 hit points at the start of its turn. If the varakhut takes force damage, this trait doesn't function at the start of the quarut's next turn. Unless a wish spell is cast, the varakhut will reconstruct itself in 24 hours.

Actions

Multiattack. The varakhut makes three slam attacks.

Slam. Melee Weapon Attack: +15 to hit, reach 10ft., one target. Hit: 22 (2d10 + 11) bludgening damage plus 11 (2d10) force damage. The target is knocked back 10 feet.

Dispelling Blast (recharge 5-6). The varakhut releases a blast of nullifying energy centered on itself. This has the same effects as a dispel magic casted with an 8th level slot, except to everything in a 15-foot-radius sphere.

Legendary Actions

The varakhut can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The varakhut regains spent legendary actions at the start of it's turn.

Slam Attack. The varakhut moves up to 25 feet and makes a slam attack.

Dispelling Blast (costs 3 actions). If dispelling blast has recharged, then the varakhut can make a dispelling blast.



Zelekhut

Large Construct(Inevitable), Lawful Neutral


  • Armor Class 18
  • Hit Points 212(17d10 + 119)
  • Speed 50ft., 60ft. fly

STR DEX CON INT WIS CHA
21 (+5) 18 (+4) 25 (+7) 10 (+0) 17 (+3) 16 (+3)

  • Saving Throws Dex +6, Wis +5
  • Skills Deception +4, Insight +5, Investigation +4, Perception +6, Survival +4
  • Damage Immunities psychic, poison, bludgening, piercing, and slashing from nonmagical weapons that aren't adamantine
  • Condition Immunities charmed, exhastion, frightened, paralyzed, petrified, poisoned
  • Senses Darkvision 60ft., passive Perception 16
  • Languages Common, Infernal, Abyssal, Celestial
  • Challenge 9 (5,000 XP)

Charge. If the zelekhut moves at least 30 feet straight toward a target and then hits it with a spiken chain attack on the same turn, the target takes an extra 10 (3d6) slashing damage.

Hidden Form. The zelekhut appears as a regular centaur until it uses a bonus action to reveal it's clockwork wings, which emerage from its back, and spiked chains, which extend from each of its arms.

Innate Spellcasting. The zelekhut's innate spellcasting ability is Charisma (spell save DC 15). The zelekhut can innately cast the following spells, requiring no material components:

• At will: clairvoyance, dimensional anchor, fear, hold person, command (3th level), locate creature, true seeing

• 3/day each: hold monster, mark of justice

• 1/week: geas

Immutable Form. The zelekhut is immune to any spell or effect that would alter its form.

Magic Resistence. The zelekhut has advantage on saving throws against Spells and other magical effects.

Magic Weapons. The zelekhut's weapon attacks are magical.

Ride-by Attack. When the zelekhut makes an attack against a creature, that creature cannot make an opportunity attack against the zelekhut till the end of the zelekhut's turn.

Actions

Multiattack. The zelekhut makes two attacks with its spiked chains.

Spiked Chains. Melee Weapon Attack: +8 to hit, reach 15ft., one target. Hit: 13 (2d6 + 6) piercing damage plus 5 (1d6) lightening damage. The target must make a DC 16 Dex saving throw or be knocked prone.

Cleric

3rd Level
  • Air Walk
  • Mass Inflict Wounds
4th Level
  • Dimensional Anchor

Druid

3rd Level
  • Air Walk
  • Mass Inflict Wounds

Paladin

5th Level
  • Mark of Justice

Sorcerer

4th Level
  • Dimensional Anchor
8th Level
  • Temporal Stasis

Wizard

4th Level
  • Dimensional Anchor
8th Level
  • Temporal Stasis

Air Walk

3rd-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 10 minutes

The creature can tread on air as if walking on solid ground. Moving upward is similar to walking up a hill. The maximum upward or downward angle possible is 45 degrees, with every foot of movement in air costing two feet.

Strong winds (21+ mph) can push the creature along. At the end of each round, the wind can push the air walker 5 feet for each 5 mph of wind speed. Exceptionally strong or turbulent winds could blow the creature prone or cause them to lose control of their movement.

If the spell's duration ends while the creature is still in the air, then they will float down at a rate of 60ft per round for 3 rounds. If the creature still is not on the ground, then they will fall the rest of the way.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration extends an extra 10 minutes for each slot level above 3rd.

Dimensional Anchor

4th-level abjuration


  • Casting Time: 1 action
  • Range: 100 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

A green ray springs from your outstretched hand. You must make a Ranged Spell Attack to hit the target. Any creature or object struck by the ray is covered with a shimmering emerald field that completely blocks extradimensional travel. Forms of movement barred by a dimensional anchor include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like or psionic abilities. The spell also prevents the use of a gate or teleportation circle for the duration of the spell.

A dimensional anchor does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms, such as a basilisk’s gaze. Also, dimensional anchor does not prevent summoned creatures from disappearing at the end of a summoning spell.

Mass Inflict Wounds

3rd-level necromancy


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

A wave of negative energy expands out in a 15-foot-radius sphere from the caster. Make a ranged spell attack against every creature in range. On a hit, the target takes 2d10 necrotic damage.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.


Mark of Justice

5th-level necromancy


  • Casting Time: 10 minutes
  • Range: Touch
  • Components: V, S
  • Duration: Permanent

You draw an indelible mark on the subject and state some behavior on the part of the subject that will activate the mark. When activated, the mark curses the subject. Typically, you designate some sort of criminal behavior that activates the mark, but you can pick any act you please. When you cast this spell, choose the nature of the curse from the following options:

  • While the mark is active, the subject has disadvantage on all ability checks and saving throws. In addition, choose one ability score. That ability score is reduced by 6 (minimum 1).
  • The subject will immediately take 2d4 necrotic damage, and an additional 2d4 necrotic damage every 12 seconds.
  • The subject is paralyzed for 2 hours.

The effect ends once the subject stops the trigger behavior. The mark can only be removed by way of a wish or a remove curse casted at 7th level or higher. At the DM's option, you may choose an alternate curse effect, but it should be no more powerful than those described above. The DM has the final say on the curse's effects.

Temporal Stasis

8th-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (A powder composed of diamond, emerald, ruby, and sapphire dust with a total value of at least 10,000 gp.)
  • Duration: 24 hours

You attempt to place the target into a state of suspended animation. Make a melee spell attack against the target. On a successs, time ceases to flow and its condition becomes fixed. The creature does not grow older. Its body functions virtually cease, and no force or effect can harm it.

Casting this spell everyday on the target for a month will make the effect permenant. Only dispel magic or wish can break the stasis.

All of this belongs to Wizards of the Coast. The Kolyarut, the Marut and the Zelekhut were all adapted from the 3.5e Monster Manual, the Quarut and the Varakhut are adapted from the Fiend Folio, and the Spells are adapted from the 3.5e Player's Handbook. - v2