Fast Healing. The anhydrut regains 5 hit points at the start of each of its turns as long as it has at least 1 hit point remaining.
Immutable Form. The anhydrut is immune to any spell or effect that would alter its form.
Legendary Resistance (3/Day). If the anhydrut fails a saving throw, it can choose to succeed instead.
Magic Resistance. The anhydrut has advantage on saving throws against spells and other magical effects.
Seal Anomaly. The anhydrut can reach out its pincers and seal an interplanar portal or gate shut using its action. It takes a whole round to complete this action, and it must maintain concentration on this action while doing so. Losing concentration on this action causes the anhydrut to be unable to perform this action for one round.
Unusual Nature. The anhydrut doesn't require air, food, drink, or sleep.
Multiattack. The anhydrut makes two pincer attacks and one stinger attack.
Pincer. Melee Weapon Attack: automatic hit, reach 5 ft., one target. Hit: 18 force damage, and the target becomes grappled (escape DC 20). The anhydrut has two pincers, each of which can grapple one creature, While grappling a creature, the anhydrut cannot use that pincer to attack a creature other than the one it is currently grappling.
Stinger. Melee Weapon Attack: automatic hit, reach 10 ft., one target. Hit: 20 force damage plus 15 (5d6) fire damage.
Halo of Sand. The anhydrut surrounds itself with spiraling sand. The sand travels with the anhydrut and heavily obscures the area within a 15-foot radius around itself. It can end this effect using a bonus action.
Plane Shift (3/Day). The anhydrut casts plane shift, requiring no material components and using Intelligence as the spellcasting ability. The anhydrut can cast the spell normally, or it can cast the spell on an unwilling creature it can see within 60 feet of itself. If it uses the latter option, the targeted creature must succeed on a DC 16 Charisma saving throw or be sent to teleportation circle in the Hall of Concordance in Sigil.
Desert Diversion. Whenever a creature attempts to magically teleport and the anhydrut can see the creature, it can use it's reaction to divert the teleport. The creature teleports within 5 feet of the anhydrut's choosing. If Halo of Sand is active the creature takes 6 (2d6) force damage.
Description
The nigh-unstoppable inevitables serve a singular purpose: they enforce contracts forged in the Hall of Concordance in the city of Sigil. Primus, the leader of the modrons, created anhydruts and other inevitables to bring order to dealings between planar folk. A wide array of disparate creatures, including yugoloths, will enter into a contract with inevitables if asked.
In cases where the terms of a contract involves or threatens the stability of the natural order within a plane, anhydruts are present at the contract's forging. These inevitables are tasked with ensuring the natural orders and ecosystems of each of the planes are not disrupted by the invasion or machinations of other-planar entities. They seek that the balance and cycle of nature remains undisturbed and that the fate of the plane should spin naturally without manipulation.
Barring the visage of large mechanical scorpions, these inevitables are equipped with the means to summon and control the sands of which their physical appearance originates from. Their pincers and stingers unerringly strike with deadly accuracy, and they come equipped with the ability to close or seal any attempts of extra-planar invasion or manipulation.
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