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Ethereal Marauder
Size & Type (subtype):Medium-Size Magical BeastHit 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.

 

Interface by Rodrigo Flores - 2003-2013Database by John H. Kim - 2002