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Monsters

Id38
NameEthereal Marauder
Size and TypeMedium-Size Magical Beast
Hit Dice2d10 (11)
Initiative+5 (+1 Dex, +4 Improved Initiative)
Speed40 ft.
Armor Class14 (+1 Dex, +3 natural)
AttacksBite +4
DamageBite 1d6+3
Face and Reach5 ft. by 5 ft./5 ft.
Special Attacks
Special QualitiesEthereal jaunt
Saves_Fort3
Saves_Ref4
Saves_Will1
AbilitiesStr 14, Dex 12, Con 11, Int 7, Wis 12, Cha 10
SkillsListen +6, Move Silently +6, Spot +6
FeatsImproved Initiative
Climate and TerrainAny land and underground
OrganizationSolitary
CR3
TreasureNone
AlignmentAlways neutral
Advancement5-7 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.