Martor

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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/Silver
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 has an additional +6 bonus to AWR skill checks relying on hearing or smell and can see Invisible and Ethereal creatures.

Ethereal Form. The Martor is Invisible and Ethereal and can move through solid barriers and surfaces. It loses this feature for 30 seconds after attacking. If this feature ends while the Martor is inside a solid 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 a +2 bonus 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 an additional +5 bonus to attack and damage rolls for 10 turns and gains Iron Will 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. The Martor can use its Bite attack.

...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. The Martor can use its Savage attack.

Primal Howl. The Martor can use its Primal Howl attack.

Reactions
Growl (1/Round). If the Martor prepared its Growl reactive action since its last turn, when a creature first moves into Melee distance of the Martor, it may make a bite attack.

Intercept (1/Round). If a creature makes a melee attack against the Martor’s bonded Parsor and is within 40ft of the Martor, the Martor may reactively 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 as part of the same reactive action.