Inevitable, Impariut

Family: Inevitable

Medium construct (inevitable), lawful neutral

Armor Class 16 (natural armor)
Hit Points 127 (15d8+60)
Speed 30 ft.

18 (+4) 12 (+1) 18 (+4) 15 (+2) 19 (+4) 20 (+5)

Saving Throws Con +7, Wis +8
Skills Arcana +6, Athletics +8, Deception +9, History +6, Intimidate +9, Insight +8, Perception +8, Persuasion +9, Stealth +5
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses truesight 120 ft., passive Perception 18
Languages All
Challenge 10 (5,900 XP)


  • Innate Spellcasting. The impariut’s innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components.
  • Axiomatic Awareness. The impariut knows if it hears a lie.
  • King Slayer. The impariut has advantage on melee attack rolls against any creature with a title denoting leadership or nobility. If the impariut hits such a creature with an attack, the target takes an extra 10 (3d6) damage from the attack.
  • Magic Resistance. The impariut has advantage on saving throws against spells and other magical effects.
  • Regeneration. The impariut regains 10 hit points at the start of its turn if it has at least 1 hit point.


  • Multiattack. The impariut makes three attacks: two with its longsword and one with its dethrone.
  • Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.
  • Dethrone. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be pushed up to 10 feet away or knocked prone (impariut’s choice).
  • Change Shape. The impariut magically polymorphs into a Small of Medium humanoid, or back into its true form. Its statistics, other than its size, are the same in each form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the impariut’s choice).
  • Royal Gift. The impariut touches one willing humanoid within reach. For the next year, the target has advantage on saving throws against being poisoned and can add half of its proficiency bonus (rounded down) to Intelligence (History) and Wisdom (Insight) checks. The impariut can revoke the gift at any time as a bonus action. While the gift persists, the impariut knows the direction of, distance to, and general condition of the recipient. If the recipient of the gift dies, the impariut knows.


Monarchs, dictators, governors, and mayors may rule under the pretense of sustaining lawful civilization, yet those who abuse their power or harm their people undermine the foundation of government. These bad actors represent a threat to cosmic order and a means by which the chaos of uprisings and revolution can take hold. The mortal agents of lawful deities are responsible for encouraging responsible governance; where they fail, an impariut must intervene.

Each impariut is a stern counselor sent to reform a powerful leader, guiding that figure toward sustainable policies that maintain order.

Unlike many inevitables that care only that the universal order is upheld, impariuts exhibit slightly more patience and flexibility, knowing that an iron-fisted response is as likely to trigger riots as a negligent regime. As a result, impariuts are capable diplomats and teachers, equally proficient with incentives as with unflinching punishments.

An impariut stands precisely 7 feet tall and weighs exactly 350 pounds.

Section 15: Copyright Notice

Mechanical Monsters (5E) © 2023, Legendary Games; Authors: Jason Nelson, Miguel Colon, Robert J. Grady, Nicholas Hite, Matt Kimmel, Michael Mifsud, James-Levi Cooke, Dan Dillon, Mike Myler, Ismael Alvarez, Jeff Lee, John Lynch.

This is not the complete section 15 entry - see the full license for this page