Marut

CREATURE 15

ln large aeon inevitable monitor 

Perception +26; darkvision, true seeing

Languages Celestial, Infernal, Utopian; truespeech

Skills Athletics +31, Diplomacy +27, Feiri Lore +22, Intimidation +29, Religion +26, Survival +28

Str +8 Dex +4 Con +6 Int +1 Wis +5 Cha +6

Truespeech A zelekhut can speak with and understand any creature with a language.

AC  37; Fort +27, Ref +25, Will +26

HP 230, regeneration 15 (deactivated by chaotic); Immunities poison, death effects, disease, emotion, unconscious; Weaknesses chaotic 15

Attack of Opportunity [R]

Speed 25 feet; air walk

Melee [>] fist +30 (lawful, magical, reach 10 feet), Damage 3d8+11 bludgeoning plus 1d6 lawful and fists of thunder and lightning

Divine Innate Spells DC 37; 8th chain lightning, dispel magic, earthquake, harm; 7th fear, plane shift, wall of force; 5th command, locate; 4th dimension door (at will); Constant (8th) air walk, true seeing

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. If it chooses lightning, the attack deals an additional 2d12 electricity damage and the target must succeed at a DC 33 Fortitude save or be blinded for 1 minute. If it chooses thunder, the attack deals an additional 3d8 sonic damage and the target must succeed at a DC 36 Fortitude save or be deafened for 1 minute.

Bestiary 2, page 10.

Open Marut in the interactive creatures list or browse all creatures starting with M.