Monster Dossier

Marut

Marut is a fantasy monster entry from source B2.

Level 15

Traits

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Rules & statistics

Monster Profile

Perception

26

Senses

  • Name
    darkvision
  • Name
    true seeing

Languages

Languages
  • celestial
  • infernal
  • utopian
Abilities
  • truespeech

Skills

Athletics
31
Diplomacy
27
Intimidation
29
Religion
26
Survival
28
Feiri lore
22

Ability Mods

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

Defenses

Ac
37
Saving Throws
Fort
27
Ref
25
Will
26
Hp
  • Hp
    230
    Abilities
    • regeneration 15 (deactivated by chaotic)
Immunities
  • poison
  • death effects
  • disease
  • emotion
  • unconscious
Weaknesses
  • Amount
    15
    Name
    chaotic

Speed

Abilities
  • air walk
Walk
25

Attacks

  • Range
    Melee
    Name
    fist
    Attack
    30
    Traits
    • lawful
    • magical
    • reach
    Effects
    • fists of thunder
    • lightning
    Damage
    3d8+11 bludgeoning plus 1d6 lawful and fists of thunder and lightning
    Types
    • bludgeoning
    • lawful

Spellcasting

  • Type
    Innate
    Tradition
    divine
    DC
    37
    Entry
    4
    Spells
    • Name
      dimension door
      Amount
      at will
    5
    Spells
    • Name
      command
    • Name
      locate
    7
    Spells
    • Name
      fear
    • Name
      plane shift
    • Name
      wall of force
    8
    Spells
    • Name
      chain lightning
    • Name
      dispel magic
    • Name
      earthquake
    • Name
      harm
    Constant
    8
    Spells
    • Name
      air walk
    • Name
      true seeing

Abilities

Top
  • Entries
    • A zelekhut can speak with and understand any creature with a language.
    Name
    Truespeech
Mid
  • Activity
    Number
    1
    Unit
    reaction
    Name
    Attack of Opportunity
Bot
  • Entries
    • 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.
    Name
    Final End
  • Traits
    • divine
    • evocation
    • incapacitation
    Entries
    • 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 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 36 Fortitude save or be deafened for 1 minute.
    Name
    Fists of Thunder and Lightning

Background

Lore

No lore provided.