3e SRD:Ethereal Marauder
This material is published under the OGL 1.0a. |
Ethereal Marauder
Size/Type: | Medium Magical Beast |
---|---|
Hit Dice: | 2d10 (11 hp) |
Initiative: | +5 (+1 Dex, +4 Improved Initiative) |
Speed: | 40 ft. |
AC: | 14 (+1 Dex, +3 natural) |
Attacks: | Bite +4 |
Damage: | Bite 1d6+3 |
Face/Reach: | 5 ft. by 5 ft./5 ft. |
Special Attacks: | |
Special Qualities: | Ethereal jaunt |
Saves: | Fort +3, Ref +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/Terrain: | Any land and underground |
Organization: | Solitary |
Challenge Rating: | 3 |
Treasure: | None |
Alignment: | Always neutral |
Advancement: | 3-4 HD (Medium-size); 5-6 HD (Large) |
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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