pf2e.fyi
From Pathfinder Bestiary 2, which isn't enabled.

Marut

CREATURE 15

A marut is tasked with hunting mortals who cheat death by artificially extending their lifespans. This includes those who seek undeath, such as liches and vampires, but also includes those who use powerful magic to cling to their youth, use divination to discover and avoid an appointed death, or call too often on the power of resurrection. Once the marut has selected its target, the inevitable pursues its quarry without surcease or deviation until either it or the target is dead.

Maruts seem to be carved from stone and clad in golden armor, yet they move with the deliberate grace of a creature made of flesh and bone. A marut never rushes, but its thunderous footfalls are relentless as it pursues its target. Though able to speak any language, the marut is taciturn even among inevitables.


Perception +26; darkvision, truesight 60 feet
Languages Diabolic, Empyrean, Utopian; truespeech
Skills Athletics +31, Axis Lore +22, Diplomacy +27, Intimidation +29, Religion +26, Survival +28
Str +8, Dex +4, Con +6, Int +1, Wis +5, Cha +6
Truespeech

A marut can speak with and understand any creature with a language.

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.


AC 37; Fort +27, Ref +25, Will +26; +2 status to all saves vs. magic
HP 230, regeneration 15 (deactivated by chaotic); Immunities death effects, disease, emotion, poison, unconscious
+2 Status to All Saves vs. Magic
Regeneration 15 (Deactivated by Chaotic)

This monster regains the listed number of Hit Points each round at the beginning of its turn. Its Dying condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4.

Attack of Opportunity

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.

Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.


Speed 25 feet
Melee Fist +30 (magical, reach 10, unarmed), Damage 3d8+11 bludgeoning plus 1d6 spirit plus Fists Of Thunder And Lightning
Divine Innate Spells DC 37, attack +27; 8th Chain Lightning, Dispel Magic, Earthquake, Harm; 7th Fear, Plane Shift, Wall of Force; 5th Command, Locate; 4th Dimension Door (At will); Constant (8th) Air Walk, True Seeing
Rituals 3rd Geas
Final End

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.

Fists of Thunder and Lightning (divine, incapacitation)

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 DC 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 DC 36 Fortitude save or be Deafened for 1 minute.
Pathfinder Bestiary 2OGL