Kolyarut | New Monster for Fifth Edition

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, the 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 human-looking of the inevitables, appearing as clockwork humanoids dressed in flowing red robes and ornate golden armor. They’re also the most talkative, making credible attempts at social niceties such as proper greetings before getting down to the matter at hand. They use alter self to appear as almost any humanoid—useful if they need to go undercover to catch their quarry.


Medium construct, lawful neutral

Armor Class 22 (natural armor)

Hit Points 228 (24d8 + 120)

Speed 30 ft., fly 30 ft. (hover)

Abilities Str 19 (+4), Dex 17 (+3), Con 20 (+5), Int 14 (+2), Wis 17 (+3), Cha 16 (+3)

Saving Throws Int +8, Wis +9, Cha +9

Skills Insight +9, Perception +9

Damage Resistances thunder; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities poison

Condition Immunities charmed, frightened, paralyzed, poisoned, unconscious

Senses darkvision 60 ft., passive Perception 19

Languages all

Challenge 17 (18,000 XP)

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

Innate Spellcasting. The kolyarut’s innate spellcasting ability is Intelligence (spell save DC 16). The kolyarut can innately cast the following spells, requiring no material components:

  • At will: alter self, invisibility, fear, hold person, locate creature, plane shift (self only)
  • 1/day: geas

Legendary Resistances (3/Day). If the kolyarut fails a saving throw, it can choose to succeed instead.

Magic Resistance. The kolyarut has advantage on saving throws against spells and other magical effects.


Multiattack. The kolyarut makes two vampiric touch attacks or uses its enervation ray twice.

Vampiric Touch. Melee Spell Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 21 (6d6) necrotic damage, and the kolyarut regains hit points equal to half the amount of necrotic damage dealt.

Enervation Ray. The kolyarut targets one creature it can see within 120 feet of it. The creature must make a DC 16 Constitution saving throw, taking 27 (6d8) necrotic damage on a failed save, or half as much damage on a successful one.

Justify. The kolyarut targets one creature it can see within 60 feet of it. Each target must succeed on a DC 16 Charisma saving throw or be teleported to a teleportation circle in the Hall of Concordance in Sigil. A target fails automatically if it is incapacitated. If a target is teleported in this way, the kolyarut teleports with it to the circle.

After teleporting in this way, the kolyarut can’t use this action again until it finishes a short or long rest.

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