Alternate Versions
Size
Hero Forge: 11 ft. (XXL)
Lore: Medium
Suggested: Medium to Gargantuan
Other Monikers
Inevitable of Fate
Abilities
- Powerful innate spellcasting
- Powerful slam attacks
- Regeneration
- Great fortitude
- Immune to poison, most mental attacks
- Requires no air, food, drink or sleep
- Speaks all languages
Appearance
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.
Home Plane
Mechanus
Stat Block
Description
(from D&D 3.5e Fiend Folio - 2003)
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.
Combat: Quaruts try to end a combat as quickly as possible by using their temporal stasis ability to imprison the offender in a bubble of null time.
Spell-Like Abilities:
At will—circle of doom, dimension door, dominate person, greater dispelling, haste, hold monster, locate person, true seeing;
3/day—temporal stasis;
1/day—circle of death, forcecage, limited wish, mark of justice, teleport without error (self plus maximum load of objects), time stop;
1/week— geas/quest, plane shift.
Caster level 18th; save DC 15 + spell level.
Fast Healing (Ex): A quarut regains lost hit points at the rate of 15 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow a quarut to regrow or reattach lost body parts.
Sources