demiurge1138
Inventor of Super-Toast
Str 34, Dex 7, Con 30, Int 3, Wis 15, Cha 13?
A holy word drives the spirit of a mara from its stone body, but if the body stands where light cannot reach, a mara spirit may later return.
Mara are huge fey creatures that roam cold regions, hunting all creatures in their paths.
Crashing through underbrush and forested areas, they shake the ground with their tread, and even deep snow does not hinder them. A mara plows a trail or swath up to six feet wide with its body. Mara-trails often afford the only passage through the snowfields of the frozen north.
A mara is very slow, but very strong and fearless. Its keen senses let it track its quarry by scent, with the same chance of success as a ranger.
However, the creature has little or no mind. It cannot comprehend someone leaping a gap or from one tree to another. If the prey takes refuge in a structure or faces a mara in open battle, the mara is a deadly foe. It can effortlessly uproot trees and crush undergrowth, and the icy grip of its stone claws can crush armor, flesh, and bone alike.
Mara are subservient to tanar’ri and other powerful lower planar creatures of like alignment. Further, they can sense the presence of such creatures within a day’s ride and move to aid or join them if possible. The creatures cannot gate mara in, however. If more than one chaotic evil lower planar creature is present, the mara obeys the most powerful. Typical simple commands that mara might receive from their master include orders to search here and there, to find and slay, or hold, a certain creature, and include a mental picture of the quarry or places to search for it.