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    Inevitable, Marut

    This humanoid is mostly hidden behind plates of elaborate golden armor, the spaces in between revealing flesh of black stone.

    Marut CR 15

    XP 51,200
    LN Large outsider (extraplanar, inevitable, lawful)
    Init
    +3; Senses darkvision 60 ft., low-light vision, true seeing; Perception +26

    DEFENSE

    AC 30, touch 13, flat-footed 26 (+3 Dex, +1 dodge, +17 natural, –1 size)
    hp
    214 (16d10+126); regeneration 10 (chaotic)
    Fort
    +16, Ref +8, Will +13
    Defensive Abilities
    constructed; DR 15/chaotic; SR 26

    OFFENSE

    Speed 30 ft.
    Melee
    2 slams +27 (2d6+12 plus 3d6 electricity or sonic and blindness or deafness)
    Space
    10 ft.; Reach 10 ft.
    Special Attacks
    fists of lightning and thunder
    Spell-Like Abilities
    (CL 16th; concentration +23)

    Constant—air walk, true seeing
    At will—dimension door, fear (DC 21), greater command (DC 22), greater dispel magic, mass inflict light wounds (DC 22), locate creature
    1/day—chain lightning (DC 23), circle of death (DC 23), mark of justice, wall of force
    1/week—earthquake (DC 25), geas/quest, plane shift (DC 22)

    STATISTICS

    Str 35, Dex 16, Con 23, Int 12, Wis 17, Cha 24
    Base Atk
    +16; CMB +29; CMD 43
    Feats
    Ability Focus (fists of lightning and thunder), Awesome Blow, Combat Casting, Dodge, Improved Bull Rush, Improved Vital Strike, Power Attack, Vital Strike
    Skills
    Diplomacy +26, Intimidate +26, Knowledge (planes) +20, Knowledge (religion) +20, Perception +26, Sense Motive +22, Survival +22; Racial modifiers +4 Perception
    Languages
    truespeech

    SPECIAL ABILITIES

    Fists of Lightning and Thunder (Su)

    A marut’s fists strike with the power of a thunderstorm. For any given slam attack, a marut can choose whether that attack uses lightning or thunder. A lightning attack deals an additional 3d6 points of electricity damage, and the resulting flash blinds the target for 2d6 rounds (Fortitude DC 26 negates the blindness). A thunder attack deals an additional 3d6 points of sonic damage, and the resulting thunderclap deafens the target for 2d6 rounds (Fortitude DC 26 negates the deafness). The save DCs are Constitution-based.