Inevitable, Marut (CR 18/MR 7)

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

Mythic Marut (CR 18/MR 7)
XP 153,600
Pathfinder Roleplaying Game Bestiary 2
LN Large outsider (extraplanar, inevitable, lawful, mythic)
Init +3; Senses darkvision 60 ft., low-light vision, true seeing; Perception +26

Defense

AC 36, touch 12, flat-footed 32 (+3 Dex, +24 natural, –1 size)
hp 284 (16d10+196); regeneration 10 (chaotic)
Fort +16, Ref +8, Will +13; mythic saving throwsMA, second saveMA
Defensive Abilities block attacksMA, constructed, fortificationMA; DR 15/chaotic and epic; SR 33

Offense

Speed 30 ft.
Melee 2 slams +27 (2d6+12 plus thunderstorm fistsMA)
Space 10 ft.; Reach 10 ft.
Special Attacks mythic power (7/day, surge +1d10)

Spell-Like Abilities (CL 18th; concentration +28)
Constant—air walk, true seeing
At will—dimension door, fear (DC 24), greater command (DC 25), greater dispel magic, mass inflict light wounds (DC 25), locate creature
3/day—circle of death (DC 28), quickened dimension door, finger of death (DC 29)
1/day—chain lightning (DC 26), mark of justice, power word kill, symbol of death (DC 30), wall of force
1/week—earthquake (DC 28), geas/quest, plane shift (DC 25)

Statistics

Str 35, Dex 16, Con 23, Int 12, Wis 17, Cha 30
Base Atk +16; CMB +29 (+31 bull rush); CMD 43 (45 vs. bull rush)
Feats Awesome BlowMF, Combat Casting, Greater Vital Strike, Improved Bull Rush, Improved Vital Strike, Power AttackMF, Quick Awesome BlowMF, Quicken Spell-Like Ability (dimension door), Vital StrikeMF
Skills Diplomacy +29, Intimidate +29, Knowledge (planes, religion) +20, Perception +26, Sense Motive +22, Survival +22; Racial Modifiers +4 Perception
Languages truespeech
SQ deathbringerMMA, mythic spell-like abilitiesMA

Ecology

Environment any
Organization solitary, pair, or patrol (3–5)
Treasure none

Special Abilities

Deathbringer (Ex) A mythic marut is a master of death magic. It adds circle of death, finger of death, power word kill, and symbol of death to its spell-like abilities. In addition, it adds a +2 racial bonus to the save DC of its spell-like abilities with the death descriptor.

Mythic Spell-Like Abilities (Su) Three times per day a mythic marut may use the mythic spell version of any of its corresponding spell-like abilities. A mythic marut must expend the same amount of mythic power that would normally be required to cast a mythic spell, treating its mythic rank as its mythic tier for the purpose of qualifying to use augmented versions of mythic spells.

Thunderstorm Fists (Su) A mythic marut’s fists strike with the power of a thunderstorm. Each successful slam attack deals an additional 4d6 points of electricity or sonic damage (or half damage of each type), and the target must succeed on a DC 26 Fortitude save or be blinded and deafened for 2d6 rounds. If the marut expends one use of its mythic power, all attacks with its fists until the beginning of its next turn deal 4d6 points of electricity and 4d6 points of sonic damage, and creatures failing their Fortitude save are blinded and deafened permanently. Even on a successful save, the target is dazzled and deafened for 1d6 rounds. The save DC is Constitution-based and includes a +2 racial bonus.

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