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.

Publisher's Choice Quality Stock Art (c) Rick Hershey / Fat Goblin Games

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.