Library / Bestiary

Inevitable, Marut

CR 15.00 Outsider LN Large
This humanoid is mostly hidden behind plates of elaborate golden armor, the spaces in between revealing flesh of black stone.

Behemoths of onyx and golden armor, maruts shake the ground when they walk, each thunderous step ringing a death knell for those they've come to take. Rarely seeming to hurry, a marut's onslaught is deliberate, purposeful, and relentless. Its quarry may impede it or flee, running for decades or centuries, but from the initial meeting onward, the target must always look over its shoulder with the knowledge that, like death itself, the marut is ever at its heels, slowly but surely approaching, bringing balance through inevitable oblivion.

Maruts primarily target those mortal souls who have artificially extended their lifespans beyond what is feasible for their race, such as liches and other powerful magic users. Extraordinary but natural means of cheating death are sometimes also punished, such as the magistrate who murders an entire starving town to save himself, or those who foresee their own deaths via divination magic and are therefore able to avoid them.

Although they are capable of speaking eloquently in any language, and frequently gather vast amounts of information from those who are intimidated by their mere presence, maruts rarely engage in conversation or strategic alliances with mortals. Even on the battlefield, the juggernauts prefer to remain silent, knowing that their targets are already aware of their own transgressions and that all mortals secretly harbor dreams of immortality.

STR
35
DEX
16
CON
23
INT
12
WIS
17
CHA
24
HP
214 (16d10+126); regeneration 10 (chaotic)
AC
30, touch 13, flat-footed 26 (+3 Dex, +1 dodge, +17 natural, -1 size)
Speed
30 ft.
Init
+3
Melee
2 slams +27 (2d6+12 plus 3d6 electricity or sonic and blindness or deafness)
Space
10 ft.
Reach
10 ft.
BAB
+16
CMB
+29
CMD
43
Fort
+16
Ref
+8
Will
+13
DR
15/chaotic
SR
26
Defensive Abilities
constructed
Racial Modifiers
+4 Perception

Weapons: Martial, Simple

Fists of Lightning and Thunder — 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.

Ability Focus (fists of lightning and thunder), Awesome Blow, Combat Casting, Dodge, Improved Bull Rush, Improved Vital Strike, Power Attack, Vital Strike

Combat Casting from Feat

<p class="stat-block-1"> You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.</p>

Dodge from Feat

<p class="stat-block-1"> You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.</p>

Improved Bull Rush from Feat

<p class="stat-block-1"> You do not provoke an attack of opportunity when performing a bull rush combat maneuver. In addition, you receive a +2 bonus on checks made to bull rush a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush you.</p>

<p class="stat-block-1"> When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack three times and add the results together before adding bonuses from Strength, weapon special abilities (such as <i>flaming</i>), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.</p>

Power Attack from Feat

<p class="stat-block-1"> You can choose to take a &ndash;1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (&ndash;50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by &ndash;1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.</p>

Vital Strike from Feat

<p class="stat-block-1"> When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as <i>flaming</i>), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.</p>

Diplomacy +26, Intimidate +26, Knowledge (planes) +20, Knowledge (religion) +20, Perception +26, Sense Motive +22, Survival +22

spell-like abilities:
Constant—Air Walk, Constant—True Seeing, At will—Dimension Door, At will—Fear, At will—Command, Greater, At will—Dispel Magic, Greater, At will—Inflict Light Wounds, Mass, At will—Locate Creature, 1/day—Chain Lightning, 1/day—Circle Of Death, 1/day—Mark Of Justice, 1/day—Wall Of Force, 1/week—Earthquake, 1/week—Geas/Quest, 1/week—Plane Shift
Details
Type
Outsider
Alignment
LN
Size
Large
Environment
any
Organization
solitary, pair, or patrol (3-5)
Treasure
none
Senses
darkvision 60 ft., low-light vision, true seeing; Perception +26
Languages
truespeech
Source
Bestiary 2
Sources Used in This Record
21 House/Core
  • Uses feat: Combat Casting (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Dodge (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Improved Bull Rush (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Improved Vital Strike (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Power Attack (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Vital Strike (Feat)
    House/Core — covered by the site's Section 15.
  • Knows spell: Air Walk (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: True Seeing (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Dimension Door (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Fear (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Command, Greater (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Dispel Magic, Greater (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Inflict Light Wounds, Mass (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Locate Creature (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Chain Lightning (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Circle Of Death (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Mark Of Justice (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Wall Of Force (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Earthquake (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Geas/Quest (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Plane Shift (Spell)
    House/Core — covered by the site's Section 15.
OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.