Marrulurk

Small Monstrous Humanoid — CR 4

()Updated 3.5

Marrulurk is a D&D 3.5 monster from —. CR 4, HD 3d8+6 (19 hp).

Hit Dice
3d8+6 (19 hp)
Initiative
+7
Speed
land 20 ft, 20 ft.
Base Attack / Grapple
+3/+0
Attack
Scimitar +5 melee or longbow +7 ranged
Full Attack
Scimitar +5 melee or longbow +5/+5 ranged
STR
12
DEX
16
CON
14
INT
10
WIS
16
CHA
14
Fort / Ref / Will
+3 / +6 / +6
Challenge Rating
4
Alignment
Usually neutral
Organization
Solitary, death squad (3-5), party (1 plus 2 marrusaults plus 1 marrutact), or troop (2-3 plus 6-11 marrusaults plus 1-2 marrutacts)
Treasure
Standard coins; double goods; standard items
Level Adjustment
+1

Special Abilities

Death AttackNauseating BreathPoison UseSneak AttackDiscriminating HearingResistance to DessicationResistance to FireLow-Light Vision

Feats

Though different types of marruspawn have unique individual abilities, the race as a whole enjoys several common traits. When a marruspawn detects a noise, the exact location of the source is not revealed - only its presence somewhere within range. A marruspawn can take a move action to note the direction of the sound. Whenever a marruspawn comes within 5 feet of the source, it can pinpoint the sound's location. Undead, constructs, and other creatures that have no metabolism are not subject to being detected by discriminating hearing unless they move-in any round when they move, they are detectable by the sound they make while moving through the air or shuffling along the ground. Only incorporeal creatures are completely undetectable, unless they wish to be detected. A marruspawn also takes no nonlethal or lethal damage from failing Constitution checks to avoid becoming dehydrated, although it might still become fatigued if it fails a check. If a marruspawn ever becomes dehydrated, whether due to natural causes or another effect (such as a spell), it needs to drink only a mouthful of water to lose that condition. A marruspawn also requires only half as much water in a day as is normally required for a creature of its size. Marrulurks prefer to attack suddenly and secretly with poisoned weapons. If caught in combat against a foe they deem too difficult to face head on, they use their nauseating breath to discomfit their opponent long enough to slip back into hiding. Other times they use their nauseating breath to set foes up for a swift, deadly attack.

Description

Though different types of marruspawn have unique individual abilities, the race as a whole enjoys several common traits. When a marruspawn detects a noise, the exact location of the source is not revealed - only its presence somewhere within range. A marruspawn can take a move action to note the direction of the sound. Whenever a marruspawn comes within 5 feet of the source, it can pinpoint the sound's location. Undead, constructs, and other creatures that have no metabolism are not subject to being detected by discriminating hearing unless they move-in any round when they move, they are detectable by the sound they make while moving through the air or shuffling along the ground. Only incorporeal creatures are completely undetectable, unless they wish to be detected. A marruspawn also takes no nonlethal or lethal damage from failing Constitution checks to avoid becoming dehydrated, although it might still become fatigued if it fails a check. If a marruspawn ever becomes dehydrated, whether due to natural causes or another effect (such as a spell), it needs to drink only a mouthful of water to lose that condition. A marruspawn also requires only half as much water in a day as is normally required for a creature of its size. Marrulurks prefer to attack suddenly and secretly with poisoned weapons. If caught in combat against a foe they deem too difficult to face head on, they use their nauseating breath to discomfit their opponent long enough to slip back into hiding. Other times they use their nauseating breath to set foes up for a swift, deadly attack.