Pathfinder Remaster. Stats use the Pathfinder Remaster rules from Pathfinder Monster Core 2.
The Marrmora is a Level 15 creature, with Armor Class 37 and 280 hit points. The marrmora is a malevolent fey of living embers that stalks scorched landscapes to feast on the heat of the living.
Absorb Flame (reaction). Trigger The marrmora is targeted by a fire spell or effect, or is in the area of a fire effect. Effect The marrmora is healed by the fire damage, regaining Hit Points equal to half the damage the fire effect would have dealt.
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 (1 action). Requirements The marrmora is not under the effect of Fire Shield. Effect The marrmora makes a claw Strike. If it hits, it can immediately cast one of its available fire shield innate spells as a free action.
Common Questions
How much HP does a Marrmora have?
280 hit points.
What level is a Marrmora?
Level 15.
What is a Marrmora's Armor Class?
AC 37.
How fast can a Marrmora move?
Speed 30 ft., fly 30 ft.
Use Marrmora at your table
Original custom artwork found nowhere else on the web, free to view. Copy-paste the full stat block straight into your notes, a Word doc, or your VTT, or sign in to claim Marrmora into a ZapGM campaign and customize it further.
License
This product is licensed under the ORC License located at the Library of Congress at TX 9-307-067 and available online at various locations including paizo.com/orclicense, azoralaw.com/orclicense, and others. All warranties are disclaimed as set forth therein.