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PFS StandardMarrmora

On the First World, marrmoras dwell in ruined wildlands perpetually scourged by fire and rarely, if ever, travel elsewhere. When a wildfire devastates a wilderness region on the Material Plane and results in the death of other fey, marrmoras can be drawn across the planar boundary to revel in the resulting destruction. They seek to reignite the fires that beckoned them, to gather up and feed upon the charred remains of those who perished within (particularly the bodies of dead fey), though they do grow homesick if they spend too much time away from the First World. They are burdened by a capricious but persistent rage and are unfailingly cruel. While they are capable of negotiation and intelligent interaction, they almost never bargain in good faith and typically interact with others only as a means to more efficiently spread their fiery devastation.

A marmorra's twisted appearance evokes the look of an arboreal whose bark has been burnt down to charcoal. They have nearly featureless faces and hands ending in long, sharp claws. Their broken flesh looks like charcoal-burnt wood, riddled with cracks that still glow with an unwholesome heat. They trail ash wherever they walk, and wisps of smoke curl off of their bodies. Though marrmoras enjoy the sight of any woodland and its inhabitants roasting in the flames of their carefully curated fires, there is little that brings more pleasure to a marrmora than the sight of good-aligned plant creatures cooking to a crisp.

Recall Knowledge - Fey (Nature): DC 34
Unspecific Lore: DC 32
Specific Lore: DC 29

Elite | Normal | Weak
Proficiency without Level

MarrmoraCreature 15

Legacy Content

NE Medium Fey Fire 
Source Bestiary 2 pg. 171 2.0
Perception +12; low-light vision
Languages Common, Elven, Sylvan
Skills Acrobatics +10, Athletics +10, Deception +15, Intimidation +15, Nature +15, Stealth +12, Survival +12
Str +6, Dex +4, Con +8, Int +4, Wis +6, Cha +8
AC 22; Fort +14, Ref +10, Will +12
HP 280; Immunities fire; Resistances physical 10 (except slashing); Weaknesses cold iron 15
Fascination of Flame (aura, emotion, enchantment, mental, primal) 30 feet. A creature that enters or begins its turn in this aura's emanation must attempt a DC 18 Will save. Regardless of the result of the saving throw, the creature is temporarily immune for 1 minute. Critical Success The creature is unaffected. Success The creature loses any resistance to fire for 1 round. Failure The creature loses any resistance to fire for 1 hour. Critical Failure The creature loses any resistance to fire for 1 hour and gains weakness 15 to fire for the same duration.Absorb Flame [reaction] Trigger The marrmora is targeted by a fire spell or effect, or is in the area of a fire effect; Effect The marrmora is healed by the fire damage, regaining Hit Points equal to half the damage the fire effect would have dealt.
Speed 30 feet, fly 30 feet
Melee [one-action] claw +14 [+9/+4], Damage 3d6+14 slashing plus 3d6 fire and 1d6 persistent fireRanged [one-action] flame jet +14 [+9/+4] (fire, range increment 40 feet), Damage 6d6 fire plus 2d6 persistent firePrimal Innate Spells DC 21, attack +13; 8th fire shield, fireball; 7th elemental form (fire elemental only), volcanic eruption, wall of fire; 6th fire shield (x3), fireball (x3), tree shape (at will; appears as a burnt, dead tree); Cantrips (8th) produce flame
Igniting Assault [one-action] Requirement The marrmora is not under the effect of fire shield; Effect The marrmora makes a claw Strike. If it hits, it can immediately cast one of its available fire shield innate spells as a free action.

Sidebar - Additional Lore Fey Manipulators

Marrmoras exert a strange and subtle dominance over other fey. The fey under their control are filled with both horror at the destruction wrought by marrmoras and fascination with their fiery power.