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MarutCreature 15


LNLargeAeonInevitableMonitor
Source Pathfinder Bestiary 2
Perception +26 (darkvision, true seeing)
Languages Celestial, Infernal, Utopian, Truespeech
Skills Athletics +31, Lore +22, Diplomacy +27, Intimidation +29, Religion +26, Survival +28
Str +8, Dex +4, Con +6, Int +1, Wis +5, Cha +6

AC 37; Fort +27; Reflex +25; Will +26; +2 status to all saves vs. magic
HP 230 (regeneration 15 (deactivated by chaotic)
Speed 25 feet
Immunities death effects, disease, emotion, poison, unconscious
Weaknesses Chaotic 15

Fist One Action +30 (+25, +20) to hit (lawful, magical, reach 10) 3d8+11 Bludgeoning + 1d6 Lawful

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Truespeech

A marut can speak with and understand any creature with a language.

At-Will Spells

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

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

+2 Status to All Saves vs. MagicRegeneration 15 (deactivated by chaotic)

This monster regains the listed number of Hit Points each round at the beginning of its turn. Its Dying condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4.

Attack of Opportunity Reaction

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.


Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Final End

The marut is anathema to beings that unnaturally extend their existence, including undead. Its fists bypass such creatures' resistances to damage and apply the creatures' highest weakness to damage. If a marut kills a creature that rejuvenates, like a lich or ghost, it always knows that the creature isn't fully defeated.

Fists of Thunder and Lightning (divine, evocation, incapacitation)

Each time the marut makes a fist Strike, it chooses either lightning or thunder.


Divine Innate Spells (DC 37, +27 to hit)

4th Level: Dimension Door (At will)
5th Level: Command, Locate
7th Level: Fear, Plane Shift, Wall of Force
8th Level: Air Walk (Constant), Chain Lightning, Dispel Magic, Earthquake, Harm, True Seeing (Constant)

Rituals

3rd Level: Geas


A marut is tasked with hunting mortals who cheat death by artificially extending their lifespans. This includes those who seek undeath, such as liches and vampires, but also includes those who use powerful magic to cling to their youth, use divination to discover and avoid an appointed death, or call too often on the power of resurrection. Once the marut has selected its target, the inevitable pursues its quarry without surcease or deviation until either it or the target is dead.

Maruts seem to be carved from stone and clad in golden armor, yet they move with the deliberate grace of a creature made of flesh and bone. A marut never rushes, but its thunderous footfalls are relentless as it pursues its target. Though able to speak any language, the marut is taciturn even among inevitables.


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.

Aeon

These monitors are the self-styled defenders of reality. Traditional aeons have dualistic natures and forms, and they hold a dichotomy of interests, though axiomites and inevitables do not. Aeons other than axiomites and inevitables communicate via a strange telepathic hodgepodge of sensory sending called envisioning.