3e SRD:Ethereal Marauder

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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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