Quarut Medium construct (inevitable), lawful neutral Armor Class 18 (plate) Hit Points 189 (18d8 + 108) Speed 50 ft. Str 20, Dex 13, Con 23, Int 14, Wis 17, Cha 20 Saving Throws Dex +7, Int +8, Wis +9 Skills Perception +9 Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, stunned, unconscious Senses truesight 120 ft., passive Perception 19 Languages all Challenge 17 (18000 XP) Magic Resistance. The quarut has advantage on saving throws against spells and other magical effects. Rapid Reconstruction. At the beginning of each of the quarut's turns, if it has at least 1 hit point, it regains 15 hit points. Immutable Form. The quarut is immune to any spell or effect that would alter its form. Innate Spellcasting. The quarut's spellcasting ability is Charisma (spell save DC 19). The quarut can innately cast the following spells, requiring no material components: At will: dimension door, dispel magic, dominate person, haste, hold monster, locate creature 1/day each: forcecage, teleport, time stop Actions Multiattack. The quarut makes two slam attacks. Slam. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (3d6+5) bludgeoning damage plus 31 (7d8) force damage.
Quaruts are inevitables tasked with preserving the integrity of time and space. They usually target wizards who make excessive use of time stop and wish spells; however, the quaruts have no qualms about using such spells themselves. Their bodies are covered in finely-etched plates, beneath which are various intricate mechanical time pieces. Their head contains an hourglass whose glowing sands constantly flow upward for some inexplicable reason. Quaruts mercilessly hunt down spellcasters who flagrantly violate the laws of time and space, always working alone to bring down their quarry.
Originally from the Fiend Folio.













