Dungeons and Dragons Ethereal Marauder 3.5 PBP RPG

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Ethereal Marauder

Ethereal Marauder

Medium Magical Beast (Extraplanar)

Hit Dice:

2d10 (11 hp)

Initiative:

+5

Speed:

40 ft. (8 squares)

Armor Class:

14 (+1 Dex, +3 natural), touch 11, flat-footed 13

Base Attack/Grapple:

+2/+4

Attack:

Bite +4 melee (1d6+3)

Full Attack:

Bite +4 melee (1d6+3)

Space/Reach:

5 ft./5 ft.

Special Attacks:-

Special Qualities:

Darkvision 60 ft., ethereal jaunt

Saves:

Fort +3, Ref +4, Will +1

Abilities:

Str 14, Dex 12, Con 11, Int 7, Wis 12, Cha 10

Skills:

Listen +5, Move Silently +5, Spot +4

Feats:

Improved Initiative

Environment:

Ethereal Plane

Organization:

Solitary

Challenge Rating:

3

Treasure:

None

Alignment:

Always neutral

Advancement:

3-4 HD (Medium); 5-6 HD (Large)

Level Adjustment:

-

Ethereal marauders live and hunt on the Ethereal Plane. Ethereal marauders' coloration ranges from bright blue to deep violet. An ethereal marauder stands about 4 feet tall, but its overall length is about 7 feet. It weighs about 200 pounds.

Ethereal marauders speak no known languages. Survivors of their attacks on the Material Plane claim that they emit an eerie, high whine that varies in pitch depending on the creature's speed and health.

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, a marauder escapes to its home plane rather than continuing the fight.

Ethereal Jaunt (Su): An ethereal marauder can shift from the Ethereal Plane to the Material Plane as a free action, and shift back again as a move action. The ability is otherwise identical with the ethereal jaunt spell (caster level 15th).

Skills: Ethereal marauders have a +2 racial bonus on Listen, Move Silently, and Spot checks.


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Tazskan, also searches the pool room, listening at each door. Not opening them, relying on Zarra, and Mari to detect if there be any traps, locks.

"Looks like you found where the magical key fits Lawrence," Tazskan says, speaking quietly to him.

"Plus we have a now empty pool, how interesting," Tazskan adds, also taking note of the carnage, with bodies strewn around the place.

"Hmm, what do you think would happen if we blocked that damp hole, back in the library, before utilizing the sphere,"? He speaks softly to Lawrence.

"Its possible, these snake creatures used it, to try and ambush the cultists. However, they were not entirely successful, as their dead bodies suggest," He adds.

"I think we need to ascertain, the purpose of this pool," Tazskan finally adds.

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