Ethereal Marauder | Size & Type (subtype): | Medium-Size Magical Beast | Hit Dice: | 2d10 (11) | Initiative: | +5 (+1 Dex, +4 Improved Initiative) | Speed: | 40 ft. | Armor Class: | 14 (+1 Dex, +3 natural) | Attacks: | Bite +4 | Damage: | Bite 1d6+3 | Face and Reach: | 5 ft. by 5 ft./5 ft. | Special Attacks: | | Special Qualities: | Ethereal jaunt | Saving Throws | Fortitude: 3 Reflex: 4 Will: 1
| Abilities: | Str: 14 Dex: 12 Con: 11 Int: 7 Wis: 12 Cha: 10 | Skills: | Listen +6, Move Silently +6, Spot +6 | Feats: | Improved Initiative | Climate and Terrain: | Any land and underground | Climate: | cold,temperate,warm | Terrain: | desert,forest,hill,marsh,mountains,plains,underground | Organization: | Solitary | Challenge Rating: | 3 | Challenge Rating Value: | 3 | Treasure: | None | Alignment: | Always neutral | Advancement: | 5-7 HD (Medium-size); 8-15 HD (Large) |
| Description: |
Combat
Once a marauder locates prey, it shifts to the Material Plane
to attack, attempting to catch its victim flat-footed. The
creature bites its victim, then retreats quickly back to the
Ethereal Plane. When badly hurt or wounded, the marauder escapes
to its home plane rather than continue the fight.
Ethereal Jaunt (Su): An ethereal marauder can shift from the
Ethereal to the Material Plane as a free action, and shift back
again as a move-equivalent action (or as part of a
move-equivalent action). The ability is otherwise identical with
ethereal jaunt cast by a 15th-level sorcerer.
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