Marut | CR 15 |
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Always LN Large Construct (Extraplanar, Lawful) Init +1; Senses darkvision 60 ft., low-light vision; Listen +16, Spot +16 Languages Abyssal, Celestial, Infernal |
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AC 34, touch 10, flat-footed 33 hp 112 (15 HD); DR 15/chaotic; fast healing 10 SR 25 Fort +7, Ref +6, Will +8 |
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Speed 30 ft., Melee 2 slams +22 (2d6+12 plus 3d6 sonic or 3d6 electricity) Space 10 ft.; Reach 10 ft. Base Atk +11; Grp +27 Atk Options Awesome Blow, Improved Bull Rush, Power Attack Spell-like Abilities (CL 14): At will—air walk, dimension door, fear (DC 18), greater command (DC 19), greater dispel magic, mass inflict light wounds (DC 19), locate creature, true seeing 1/day—chain lightning (DC 20), circle of death (DC 20), mark of justice, wall of force 1/week—earthquake (DC 22), geas/quest, plane shift (DC 21) The save DCs are Charisma-based |
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Abilities Str 35, Dex 13, Con -, Int 12, Wis 17, Cha 18 SQ construct traits Feats Ability Focus (fists), Awesome Blow, Combat Casting, Great Fortitude, Improved Bull Rush, Power Attack Skills Concentration +13, Diplomacy +6, Knowledge (religion) +10, Listen +16, Search +10, Sense Motive +12, Spot +16, Survival +3 (+5 following tracks) Advancement 16-28 HD (Large); 29-45 HD (Huge) |
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Fists of Thunder and Lightning (Su) A marut's left fist delivers a loud thunderclap whenever it hits something, dealing an extra 3d6 points of sonic damage and causing the target to be deafened for 2d6 rounds (Fortitude DC 31 negates the deafness). Its right fist delivers a shock for an extra 3d6 points of electricity damage, and the flash of lightning causes the target to be blinded for 2d6 rounds (Fortitude DC 31 negates the blindness). The save DCs are Strength-based and include the marut's Ability Focus feat.
Skills A marut has a +4 racial bonus on Concentration, Listen, and Spot checks. |