Navigation

    Bestiary‎ > ‎(Bestiary) By Type‎ > ‎Magical Beasts‎ > ‎

    Ethereal Marauder

    Instead of a head, this pear-shaped, purple beast possesses a giant mouth ringed with three eyes. The creature stands on two broad legs with three-toed feet.

    Ethereal Marauder CR3

    XP 800
    N Medium magical beast
    Init +5; Senses darkvision 60 ft., low-light vision; Perception +8

    DEFENSE

    AC 16, touch 12, flat-footed 14 (+1 Dex, +1 dodge, +3 natural)
    hp 22 (4d10)
    Fort +4, Ref +5, Will +2

    OFFENSE

    Speed 40 ft.
    Melee bite +6 (1d6+3)

    STATISTICS

    Str 14, Dex 13, Con 11, Int 7, Wis 12, Cha 10
    Base Atk +4; CMB +6; CMD 18
    Feats Dodge, Improved Initiative
    Skills Perception +8, Stealth +8; Racial Modifiers +2 to Perception and Stealth checks
    SQ ethereal jaunt

    SPECIAL ABILITIES

    Ethereal Jaunt (Su)

    As a free action, an ethereal marauder can move from the Ethereal Plane to the Material Plane and shift back as a move action. This ability otherwise mimics the effects of the ethereal jaunt spell.

    Lore

    Characters with ranks in Knowledge (arcana) can learn more about an Ethereal Marauder. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.

    Knowledge (name)

    DC Result
    DC 8 Ethereal marauders are magical beasts that can move between the Ethereal and Material planes.
    DC 13 Spells that allow travel to the Ethereal Plane make a creature more likely to suffer an attack from an ethereal marauder.
    DC 18 Survivors of ethereal marauder attacks report the creature emits a high-pitched hum just before attacking.
    DC 23 A blink spell allows a creature to attack and harm an ethereal marauder even when it is no longer on the Material Plane.


    Editor's Notes

    This creature's AC and flat footed AC are in error.  They should be:

    AC 15, touch 12, flatfooted 13.

    GM's are encouraged to use these revised amounts.