Martor
Martors are enormous, terrifying houndlike fae that are invisible to most creatures. While they look ferocious, they are not inherently violent. Every Martor shares a bond with a Parsor, and can be quite playful with its companion. But if the Parsor is ever threatened, the Martor will enact swift retribution.
Martor | |||||
|---|---|---|---|---|---|
| Monster Level: 14 | |||||
| Large. Fae, Beast | |||||
| STR | DEX | END | AWR | INT | CHA |
| 5 | 5 | 3 | 5 | 2 | 0 |
| Ref: 15 | Fort: 13 | Ant: 15 | Log: 12 | Will: 10 | |
| Armor Rating 14 | Resist Physical 4 | ||||
| Hit Points 125 | DR 10/Silvered Weapons | ||||
| Speed 40 ft | Senses Magical Darkvision 120 ft | ||||
| Skills (DEX) Sneaking +10; (END) Distance Running +5; (AWR) Perceiving +8, Tracking +8 | Traits Ethereal, Immutable, Invisible, Unerring Mind, Vigilant | ||||
| Features | |||||
| Primal Senses. The Martor gains +6 to AWR skill checks relying on hearing or smell and can see Unseen and Ethereal creatures.
Ethereal Form. After attacking, the Martor loses its Invisible and Ethereal traits for 30 seconds. If the Martor activates this feature while inside an object, it appears in the closest unoccupied space. Parsor Ward. All Martors have a Parsor with which they share a bond. So long as they are on the same plane of existence, they know each other’s location and can communicate telepathically. Peerless Defender. The Martor gains +2 to attack and damage rolls if its bonded Parsor is within 30 ft of it. Primal Rage. If the Martor’s bonded Parsor takes damage or dies within sight of the Martor, the Martor gains +5 bonus to attack and damage rolls for 10 turns and gains the Iron Will trait during this time. | |||||
| Actions | |||||
The Martor can take FOUR of the following actions, or take the same action four times. | |||||
| Move. The Martor moves up to its speed.
Bite. Reach 5 ft Natural Weapon. +5 vs AR. Hit: 12 (2d6+5) sharp. Growl. The Martor can prepare its Growl. | |||||
OR the Martor can take TWO of the following actions, or take the same action twice... | |||||
| Move. The Martor moves up to its speed.
Bite. Reach 5 ft Natural Weapon. +5 vs AR. Hit: 12 (2d6+5) sharp. | |||||
...AND take ONE of the following actions. | |||||
| Savage. Reach 5 ft Natural Weapon. +5 vs AR. Hit: 26 (5d8+5) sharp and the target falls Prone.
Primal Howl. 60 ft Radius, Natural Weapon. +3 vs WILL of all hostile creatures within the radius. Hit: 14 (4d6) sonic and targets are Frightened for 1 minute. Miss: Targets are Frightened for 1 minute but take no damage. Creatures may make a DC 13 CHA check at the end of their turn to end this condition and become immune to Primal Howl for 1 day. | |||||
OR the Martor can take TWO of the following actions, or take the same action twice. | |||||
| Savage. Reach 5 ft, Natural Weapon. +5 vs AR. Hit: 26 (5d8+5) sharp and the target falls Prone.
Primal Howl. 60 ft Radius Natural Weapon. +3 vs WILL of all hostile creatures within the radius. Hit: 14 (4d6) sonic and targets are Frightened for 1 minute. Miss: Targets are Frightened for 1 minute but take no damage. Creatures may make a DC 13 CHA check at the end of their turn to end this condition and become immune to Primal Howl for 1 day. | |||||
| Reactions | |||||
| Growl (1/Round). If the Martor prepared its Growl reactive action since its last turn, when a creature first moves within 5 ft of the Martor, it may make a Bite attack.
Intercept (1/Round). If a creature within 40 ft of the Martor makes a melee attack against it's bonded Parsor, the Martor can move to an unoccupied space adjacent to that creature. The attack hits the Martor instead, and the Martor can immediately make a reactive Bite attack for free. | |||||