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MarrmoraCreature 15


NE​Medium​Fey​Fire​
Source Pathfinder Bestiary 2
Perception +27 (low-light vision)
Languages Common, Elven, Sylvan
Skills Acrobatics +25, Athletics +25, Deception +30, Intimidation +30, Nature +30, Stealth +27, Survival +27
Str +6, Dex +4, Con +8, Int +4, Wis +6, Cha +8

AC 37; Fort +29; Reflex +25; Will +27;
HP 280
Speed 30 feet (fly 30 feet)
Immunities fire
Weaknesses Coldiron 15
Resistances Physical 10

Claw One Action +29 (+24, +19) to hit 3d6+14 Slashing + 3d6 Fire
Flame Jet One Action +29 (+24, +19) to hit (fire, range increment 40) 6d6 Fire

Low-Light Vision

The monster can see in dim light as though it were bright light, so it ignores the Concealed condition due to dim light.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

Absorb Flame Reaction

Trigger The marrmora is targeted by a fire spell or effect, or is in the area of a fire effect


Effect The marrmora is healed by the fire damage, regaining Hit Points equal to half the damage the fire effect would have dealt.

Fascination of Flame (aura, emotion, enchantment, mental, primal)

30 feet.

A creature that enters or begins its turn in this aura's emanation must attempt a DC 33 will save. Regardless of the result of the saving throw, the creature is temporarily immune for 1 minute.


Critical Success The creature is unaffected.

Success The creature loses any resistance to fire for 1 round.

Failure The creature loses any resistance to fire for 1 hour.

Critical Failure The creature loses any resistance to fire for 1 hour and gains weakness 15 to fire for the same duration.

Igniting Assault One Action

Requirements The marrmora is not under the effect of fire shield


Effect The marrmora makes a claw Strike. If it hits, it can immediately cast one of its available fire shield innate spells as a free action.


Primal Innate Spells (DC 36, +28 to hit)

Cantrips (8th Level): Produce Flame
6th Level: Tree Shape (At will) (Appears as a burnt, dead tree)
7th Level: Elemental Form (Fire Elemental only), Volcanic Eruption, Wall of Fire
8th Level: Fire Shield, Fireball


On the First World, marrmoras dwell in ruined wildlands perpetually scourged by fire and rarely, if ever, travel elsewhere. When a wildfire devastates a wilderness region on the Material Plane and results in the death of other fey, marrmoras can be drawn across the planar boundary to revel in the resulting destruction. They seek to reignite the fires that beckoned them, to gather up and feed upon the charred remains of those who perished within (particularly the bodies of dead fey), though they do grow homesick if they spend too much time away from the First World. They are burdened by a capricious but persistent rage and are unfailingly cruel. While they are capable of negotiation and intelligent interaction, they almost never bargain in good faith and typically interact with others only as a means to more efficiently spread their fiery devastation.

A marmorra's twisted appearance evokes the look of an arboreal whose bark has been burnt down to charcoal. They have nearly featureless faces and hands ending in long, sharp claws. Their broken flesh looks like charcoal‑burnt wood, riddled with cracks that still glow with an unwholesome heat. They trail ash wherever they walk, and wisps of smoke curl off of their bodies. Though marrmoras enjoy the sight of any woodland and its inhabitants roasting in the flames of their carefully curated fires, there is little that brings more pleasure to a marrmora than the sight of good-aligned plant creatures cooking to a crisp.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Fey

Creatures of the First World are called the fey.

Fire

Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a magical connection to that element.