Inevitable
An Inevitable is a type of Outsider from The Clockwork Nirvana of Mechanus, an Outer Plane in the Planescape setting and several cosmologies in Dungeons and Dragons. They are the upholders of the fundamental rules of the multiverse, and track down and punish those who would seek to break them.
Creation and personality
Inevitables are made in great crèche-forges located in several places throughout Mechanus. Here they are build through unknown ways and given intelligence. While they are technically Constructs they are capable of learning and gaining a personality, though the process is slow.
After its creation an Inevitable is given a target by a special set of Inevitables who divine the cosmos for any lawbreakers and is set out to find it and mettle out justice. Upon their creation they know nothing but how to use their abilities and their target. Given their lack of social skills, asking people for directions towards its target can be a very awkward affair. From its interactions with the world an Inevitable begins to foster a personality, though as a being of Law this makes it at best a little unhinged and detached. They often get these personalities from hunting down several targets: the more they find the less of an automation they become. But the more they become independent the more they long to return to their crèche-forge, and when they do so they have their personalities wiped and are given a next target.
Models
Inevitables exist in several different kinds of models, each with their own "specialty" so to say. It is not known if each individual crèche-forge makes only one model, or if several are made within the same facility.
Kolyarut
Kolyarut are designed to uphold oaths both spoken and written. They appear like humanoid constructs made of black metal: they often have a half-finished look with many exposed parts jutting out here and there. Their heads often have their back exposed, and two glowing red eyes look forward from its skull.
Kolyarut track down oathbreakers and use intimidation, magic, or outright force to force someone to uphold their bargain. They only kill if it is part of the bargain in question: otherwise they use things like Suggestion or Geas in order to get the job done. Kolyarut hold all bargains to be equal in their importance: from a repayment of a monetary debt to the promise of an extradimensional horror to destroy the gods, effectively destroyig the world. They are the most talktive kind: they often speak with people in places where oaths are normally sworn, such as courts of royalty or law, temples and other such places. As such they return back to their crèche-forges the most often.
They make no difference who have no intent on upholding their oaths, those who unwillingly broke their oaths or those who are not able to uphold their oaths for some reason. If possible they first inform their targets of them being in breach: if they are willing to uphold their parts of the oath the Kolyarut will make sure they do so. Those less willing are made to uphold their bargain through force or magic. But if the Kolyarut discovers that both parties do not keep their ends of a bargain it treats the bargain as void and walks away.
Marut
The most recognizable of the bunch (and the one who has existed the longest, dating back to the original Manual of the Planes), the Marut, is tasked with hunting down those who cheat undeath and grant them the death they escaped. Given that the enemies of the Marut are beings like liches, necromancers, cult leaders, extremely long-lived wizards, those who restore the dead back to live over and over (either willing like with adventurers or on a mass-scale on the unwilling, like necromancers).
Maruts are patient in their hunts, taking their time and do not rush until they are ready to strike, where they hit targets with their thunderous and lightning fists to destroy them. Because of the solitary nature of many of their targets, Maruts have little opportunity to practice their social interaction, and as such are the slowest do develop personalities.
Maruts are large and broad, with heavy frames and strong limbs to better fight for justice with their bare hands. They have a srange kind of greek-inspired armor with huge axe-helmets that look like low tier Warrior armor from World of Warcraft.
In 4e, inevitables as whole were swept away; only Maruts remained, and they were initially given a backstory as astral mercenaries, before the Astral Sea sourcebook clarified that they were originally created at the dawn of creation by the gods to serve as the ultimate impartial arbitrators and enforcers. Dedicated exclusively to the promotion of law and order, Maruts in the Astral Sea serve as mercenaries to promote their vision, with the theory that they seek payment in reciprocal favors because they hope to eventually hold the entire multiverse in their debt, allowing them to reshape existence into something much more orderly.
Quarut
The Quarut are tasked with delivering justice to those who meddle with time and relative dimensions in space, causing rippling effects and distort space and all kinds of other magibabble stuff you normally see on Doctor Who. The foes of the Quarut are potent indeed, and as such they keep their distance until they know more about their foes. They often engage their foes by matter of proxies, interrogate associates and minions and seek weaknesses in their foes. While the Quarut are formiddable in battle, the most easy way to deal with them is see what they want and fix the damage you've done. This is often easier said than done, and may require anything upto and including timet travel to fix the damage you're caused.
Quarut look like warped marionettes with slender brown flames with green-golden plating over it to make them bulkier. They tend to employ magic in order to gain the upper hand in battle, even using stuff like Wish and Time Stop in order to seize their targets. That this means that they break the laws on the use of such spells themselves is a fact they are blind to.
Varakhut
The most potent and rare kind of Inevitable, the Varakhut are meant to uphold the divine order. All those who would seek to destroy the gods or become one themselves will eventually get into conflict with these potent beings. They are the most lethal of their kind, employing potent magic and strong bodies in order to destroy their enemies. Those with a legitimate bid for godhood eventually come to blows with a Varakhut, but beings who only think they do are safe. And while a Varakhut is powerful it is no match for a pretender god in one-on-one combat, facing wannabe gods is a bit too much for these creatures. Instead they aim at artifacts, followers and other sources of power or reverence for the wannabe-god.
There are only a few ways to stop a Varakhut: by destroying it, to ensure that you no longer have a bid for godhood, or by actually becoming a god. If one were to become a demigod or more, you become part of the order the Varakhut is sworn to protect, and as such are no longer a valid target. Varakhut look the most alien of the bunch: their bodies have sharp geometric shapes with elongated pyramid shapes for arms and replacement for legs (they can float, the only ones of their kind), and heads sticking out from under a flat disc only clearing their bodies just a bit.
Zelekhut
Zelekhut are centaurs with porcelain skin, golden clockwork, big bladed wings and long whip-like blades sticking from its forearms. They are tasked with hunting down fugitives of the law, to either bring them in for their proper punishment or, if it is the case, carry out the death sentence they escaped. For this they employ their long chains hanging from their arms: they disarm their foes and incapacitate them, then either use spells like Mark of Justice or Geas to ensure compliance. Or they just kill them. They are the fastest Inevitables as well: their legs and wings allowing them superior speed to chase those who would deny justice.
Zelekhut take a more intense approach to their searches: they question passerbys with impunity and will resort to violence if they think they are being held out on. More experienced Zelekhut resort to observing the ones they question for information about their targets, figuring out if they are being lied to. Because of their frequent and intense interactions with people they develop personalities the fastest of all Inevitables, and as such visit their crèche-forges the most often.