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<blockquote data-quote="Knight Otu" data-source="post: 702116" data-attributes="member: 192"><p>Thanks. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>Of course, a few more comments would be appreciated, or should I send this guy over? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p><strong>Mara</strong></p><p><strong>Huge Construct</strong></p><p><strong>Hit Dice:</strong> 10d10 (55 hp)</p><p><strong>Initiative:</strong> -3</p><p><strong>Speed:</strong> 15 ft.</p><p><strong>AC:</strong> 15 (-2 size, -3 Dex, +10 natural), touch 5, flat-footed 15</p><p><strong>Attacks:</strong> 2 claws +18 melee, beak +13 melee</p><p><strong>Damage:</strong> Claw 3d4+11, beak 1d6+5 melee</p><p><strong>Face/Reach:</strong> 15 ft. by 15 ft./10 ft.</p><p><strong>Special Attacks:</strong> Ignore hardness, rend 2d6+11</p><p><strong>Special Qualities:</strong> Cold immunity, construct traits, darkvision 60 ft., holy word vulnerability, light vulnerability, scent, SR 16</p><p><strong>Saves:</strong> Fort +3, Ref +0, Will +6</p><p><strong>Abilities:</strong> Str 32, Dex 4, Con \, Int 3, Wis 17, Cha 1</p><p><strong>Skills:</strong> Listen +11, Spot +11, Wilderness Lore +7</p><p><strong>Feats:</strong> Alertness (B), Track (B)</p><p><strong>Climate/Terrain:</strong> Any</p><p><strong>Organization:</strong> Solitary or gang (1 - 3)</p><p><strong>Challenge Rating:</strong> 6</p><p><strong>Treasure:</strong> None</p><p><strong>Alignment:</strong> Always chaotic evil</p><p><strong>Advancement:</strong> 11 - 16 HD (Huge); 17 - 27 HD (Gargantuan); 28 - 30 HD (Colossal)</p><p>Maras, also known as „great wanderers“, are demonic spirits that inhabit enormous stone bodies, spreading death and destruction in their way. The only thing that can stop them is sunlight.</p><p>The typical mara inhabits a 20 feet high body of grayish-green stone, with a rougly humanoid form. The tiny head sports a wicked hooked beak and red-glowing eyes. They wander through the world almost without pause, only pausing to find protection when the sun is about to rise. They leave a trail of destruction behind them, but occasionally, a mara path is the only way to go, such as through thick jungles or deep snow. Due to their vulnerability to true sunlight, they are often found underground or in bodies of water large enough to hold their enormous bodies. Maras serve demons and other chatic evil outsiders, preferably tanar-ri. If more than one creature is present that fits, the mara serves the most powerful one. Most often, they are used as hunters because of their incredible senses and tracking ability. Maras only communicate via screams, whistles and calls, but they can understand short commands in abyssal or via tanar-ri telepathy.</p><p>Sages argue whether the actual spirit animating the creature is an undead related to vampires, a fey creature, a tanar-ri or a different demon or fiend. As fiendishly possessed constructs, maras cannot be created by spellcasters.</p><p><strong>Combat</strong></p><p>Maras are straightforward in combat, so straightforward that they do not care for any obstacles in their way. Whether it is a tree or a wall, if it is in the way, it will be destroyed. Their enormous claws and beak serve them well in destroying obstacles and killing targets.</p><p><strong>Ignore Hardness (Ex):</strong> Maras ignore the first 10 points of hardness when striking any object with their claws.</p><p><strong>Rend (Ex):</strong> If a mara hits an opponent with both claws, it automatically hits with its beak as well, dealing 2d6+11 points of damage. This damage is instead of the normal bite damage.</p><p><strong>Construct Traits:</strong> A mara is immune to mind-affecting effects, poison, <em>sleep</em>, paralysis, stunning, disease, death effects, necromantic effects and any effect that requires a Fortitude save unless it also works on objects. The creature is not subject to critical hits, subdual damage, ability damage, ability drain, energy drain or death from massive damage. It cannot heal itself, but can be healed through repair. It cannot be raised or resurrected.</p><p><strong>Holy Word Vulnerability:</strong> A mara hearing a <em>holy word</em> must succeed at a Will save (save DC 10 + spell level (usually 7th) + modifier of the caster’s spellcasting score (usually Wisdom)) or being rendered immobile for 1 hour per caster level, as the animating is shunted out of the body. If the body is not touched by direct sunlight (see below) during this time, the mara functions normal again.</p><p><strong>Light Vulnerability:</strong> A mara touched by direct sunlight is permanently rendered immobile, effectively destroying it. The animating spirit is drawn to the lower planes. Indirect sunlight, magical light and artificial light (such as torches and campfires) does not harm the creature in any way. Maras have an uncanny sense for the approaching dawn, and are rarely caught by sunlight unless somehow hindered to flee from it.</p><p><strong>Skills:</strong> *Maras receive a +4 racial bonus to Wilderness Lore checks and a +6 racial bonus to Spot and Listen checks. They gain an additional +4 circumstance bonus on Wilderness Lore checks when tracking by scent.</p></blockquote><p></p>
[QUOTE="Knight Otu, post: 702116, member: 192"] Thanks. :D Of course, a few more comments would be appreciated, or should I send this guy over? ;) [b]Mara Huge Construct Hit Dice:[/b] 10d10 (55 hp) [b]Initiative:[/b] -3 [b]Speed:[/b] 15 ft. [b]AC:[/b] 15 (-2 size, -3 Dex, +10 natural), touch 5, flat-footed 15 [b]Attacks:[/b] 2 claws +18 melee, beak +13 melee [b]Damage:[/b] Claw 3d4+11, beak 1d6+5 melee [b]Face/Reach:[/b] 15 ft. by 15 ft./10 ft. [b]Special Attacks:[/b] Ignore hardness, rend 2d6+11 [b]Special Qualities:[/b] Cold immunity, construct traits, darkvision 60 ft., holy word vulnerability, light vulnerability, scent, SR 16 [b]Saves:[/b] Fort +3, Ref +0, Will +6 [b]Abilities:[/b] Str 32, Dex 4, Con \, Int 3, Wis 17, Cha 1 [b]Skills:[/b] Listen +11, Spot +11, Wilderness Lore +7 [b]Feats:[/b] Alertness (B), Track (B) [b]Climate/Terrain:[/b] Any [b]Organization:[/b] Solitary or gang (1 - 3) [b]Challenge Rating:[/b] 6 [b]Treasure:[/b] None [b]Alignment:[/b] Always chaotic evil [b]Advancement:[/b] 11 - 16 HD (Huge); 17 - 27 HD (Gargantuan); 28 - 30 HD (Colossal) Maras, also known as „great wanderers“, are demonic spirits that inhabit enormous stone bodies, spreading death and destruction in their way. The only thing that can stop them is sunlight. The typical mara inhabits a 20 feet high body of grayish-green stone, with a rougly humanoid form. The tiny head sports a wicked hooked beak and red-glowing eyes. They wander through the world almost without pause, only pausing to find protection when the sun is about to rise. They leave a trail of destruction behind them, but occasionally, a mara path is the only way to go, such as through thick jungles or deep snow. Due to their vulnerability to true sunlight, they are often found underground or in bodies of water large enough to hold their enormous bodies. Maras serve demons and other chatic evil outsiders, preferably tanar-ri. If more than one creature is present that fits, the mara serves the most powerful one. Most often, they are used as hunters because of their incredible senses and tracking ability. Maras only communicate via screams, whistles and calls, but they can understand short commands in abyssal or via tanar-ri telepathy. Sages argue whether the actual spirit animating the creature is an undead related to vampires, a fey creature, a tanar-ri or a different demon or fiend. As fiendishly possessed constructs, maras cannot be created by spellcasters. [b]Combat[/b] Maras are straightforward in combat, so straightforward that they do not care for any obstacles in their way. Whether it is a tree or a wall, if it is in the way, it will be destroyed. Their enormous claws and beak serve them well in destroying obstacles and killing targets. [b]Ignore Hardness (Ex):[/b] Maras ignore the first 10 points of hardness when striking any object with their claws. [b]Rend (Ex):[/b] If a mara hits an opponent with both claws, it automatically hits with its beak as well, dealing 2d6+11 points of damage. This damage is instead of the normal bite damage. [b]Construct Traits:[/b] A mara is immune to mind-affecting effects, poison, [i]sleep[/i], paralysis, stunning, disease, death effects, necromantic effects and any effect that requires a Fortitude save unless it also works on objects. The creature is not subject to critical hits, subdual damage, ability damage, ability drain, energy drain or death from massive damage. It cannot heal itself, but can be healed through repair. It cannot be raised or resurrected. [b]Holy Word Vulnerability:[/b] A mara hearing a [i]holy word[/i] must succeed at a Will save (save DC 10 + spell level (usually 7th) + modifier of the caster’s spellcasting score (usually Wisdom)) or being rendered immobile for 1 hour per caster level, as the animating is shunted out of the body. If the body is not touched by direct sunlight (see below) during this time, the mara functions normal again. [b]Light Vulnerability:[/b] A mara touched by direct sunlight is permanently rendered immobile, effectively destroying it. The animating spirit is drawn to the lower planes. Indirect sunlight, magical light and artificial light (such as torches and campfires) does not harm the creature in any way. Maras have an uncanny sense for the approaching dawn, and are rarely caught by sunlight unless somehow hindered to flee from it. [b]Skills:[/b] *Maras receive a +4 racial bonus to Wilderness Lore checks and a +6 racial bonus to Spot and Listen checks. They gain an additional +4 circumstance bonus on Wilderness Lore checks when tracking by scent. [/QUOTE]
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