Marrutact

Medium Monstrous Humanoid — CR 5

()Updated 3.5

Marrutact is a D&D 3.5 monster from —. CR 5, HD 7d8+7 (38 hp).

Hit Dice
7d8+7 (38 hp)
Initiative
+5
Speed
land 30 ft, 30 ft.
Base Attack / Grapple
+7/+7
Attack
Masterwork staff +8 melee
Full Attack
Masterwork staff +8/+3 melee
STR
11
DEX
13
CON
13
INT
18
WIS
18
CHA
16
Fort / Ref / Will
+3 / +6 / +9
Challenge Rating
5
Alignment
Usually neutral
Organization
Solitary, party (1 plus 2 marrusaults plus 1 marrulurk), or troop (1-2 plus 2-3 marrulurks plus 6-11 marrusaults)
Treasure
Standard
Level Adjustment
+3
Spell Resistance
16

Special Abilities

Howl of HealingDiscriminating 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. Marruracts prefer to give orders in a conflict rather than physically enter melee themselves, though they use their spells and special abilities to support their troops as necessary.

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. Marruracts prefer to give orders in a conflict rather than physically enter melee themselves, though they use their spells and special abilities to support their troops as necessary.