CREATURE 15
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, Ref +25, Will +27
HP 280; Immunities fire; Weaknesses cold iron 15; Resistances physical 10
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.
Absorb Flame 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.
Speed 30 feet, fly 30 feet
Melee claw +29, Damage 3d6+14 slashing plus 3d6 fire and 1d6 persistent fire
Ranged flame jet +29 (fire, range increment 40 feet), Damage 6d6 fire plus 2d6 persistent fire
Primal Innate Spells DC 36, attack +28; 8th fire shield, fireball; 7th elemental form (fire elemental only), volcanic eruption, wall of fire; 6th fire shield (×3), fireball (×3), tree shape (at will, appears as a burnt, dead tree); Cantrips (8th) produce flame
Igniting Assault 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.
Bestiary 2, page 171.
Open Marrmora in the interactive creatures list or browse all creatures starting with M.