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Marrmora

Creature 15 — fey, fire

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 Universe 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 gro

Source: pathfinder-monster-core-2

Perception +27
Skills acrobatics +25, athletics +25, deception +30, intimidation +30, nature +30, stealth +27, survival +27
Str
+6
Dex
+4
Con
+8
Int
+4
Wis
+6
Cha
+8
AC 37 Fort +29 Ref +25 Will +27
HP 280
Immunities fire
Resistances physical (except slashing) 10
Weaknesses cold-iron 15
Speed 30 feet, fly 30 feet

Offense

Melee Claw +29, Damage 3d6+14 slashing plus 3d6 fire plus 1d6 fire
Ranged Flame Jet +29, Damage 6d6 fire plus 2d6 fire

Abilities

Absorb Flame
Fascination of Flame (aura, emotion, mental, primal) — 30 feet. A creature that enters or begins its turn in this aura's emanation must attempt a DC 33 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.
Igniting Assault

Spells

Volcanic Eruption (rank 7)
Elemental Form (fire elemental only) (rank 5)
Fire Shield (rank 4)
Wall of Fire (rank 4)
Fireball (rank 3)
Fireball (rank 3)
Blazing Bolt (rank 2)
One with Plants (at will; appears as a burnt, dead tree) (rank 2)
Ignition (rank 1)

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