Marrusault

Large Monstrous Humanoid — CR 5

()Updated 3.5

Marrusault is a D&D 3.5 monster from —. CR 5, HD 6d8+18 (45 hp).

Hit Dice
6d8+18 (45 hp)
Initiative
+1
Speed
land 30 ft, 30 ft. (20 ft. in full plate)
Base Attack / Grapple
+6/+15
Attack
Great falchion +11 melee or bite +10 melee
Full Attack
Great falchion +11/+6 melee and bite +5 melee
STR
20
DEX
12
CON
16
INT
7
WIS
10
CHA
14
Fort / Ref / Will
+7 / +6 / +5
Challenge Rating
5
Alignment
Usually neutral
Organization
Solitary, party (2 plus 1 marrulurk plus 1 marrutact), or troop (6-li plus 2-3 marrulurks plus 1-2 marrutacts)
Treasure
Standard
Level Adjustment
+2

Special Abilities

Howl of DefiancePounceFerocityDiscriminating 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. Like all marruspawn, a marrusault relies on its discriminating hearing to pinpoint hidden enemies. Once identified, a marrusault uses its howl as it pounces on its target, bringing its mighty blade to bear.

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. Like all marruspawn, a marrusault relies on its discriminating hearing to pinpoint hidden enemies. Once identified, a marrusault uses its howl as it pounces on its target, bringing its mighty blade to bear.