Monster Dossier
Marut
Marut is a fantasy monster entry from source B2.
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.