| Hit Dice: | 2d10 (11 hp) |
| Initiative: | +5 |
| Speed: | 40 ft. (8 squares) |
| Armor Class: | 14 (+1 Dex, +3 natural), touch 11, flat-footed 13 |
| Base Attack/Grapple: | +2/+4 |
| Attack: | Bite +4 melee (1d6+3) |
| Full Attack: | Bite +4 melee (1d6+3) |
| Space/Reach: | 5 ft./5 ft. |
| Special Attacks: | — |
| Special Qualities: | Darkvision 60 ft., ethereal jaunt |
| Saves: | Fort +3, Ref +4, Will +1 |
| Abilities: | Str 14, Dex 12, Con 11, Int 7, Wis 12, Cha 10 |
| Skills: | Listen +5, Move Silently +5, Spot +4; racial bonuses |
| Feats: | Improved Initiative |
| Environment: | Ethereal Plane |
| Organization: | Solitary |
| Challenge Rating: | 3 |
| Treasure: | None |
| Alignment: | Always neutral |
| Advancement: | 3–4 HD (Medium); 5–6 HD (Large) |
| Level Adjustment: | — |
This creature resembles a bipedal lizard with a sinuous tail. Its most disturbing feature is its lack of a head. Instead it has a gaping maw surrounded by three powerful mandibles; gleaming, jet-black teeth line the inner mouth. Three small eyes ring the maw, interspersed with the mandibles.
Ethereal marauders are aggressive predators that can move quickly from the Ethereal Plane to attack opponents on the Material Plane.
Ethereal marauders live and hunt on the Ethereal Plane. Their ecology and habits are obscure at best—few have observed them in their natural habitat for any length of time, and their appearances on the Material Plane are limited to those occasions when they are attacking prey. They are assumed to have no society or culture in the traditional sense, being motivated solely by the need for sustenance and survival.
Ethereal marauders’ coloration ranges from bright blue to deep violet. An ethereal marauder stands about 4 feet tall, but its overall length is about 7 feet. It weighs about 200 pounds.
Ethereal marauders speak no known languages. Survivors of their attacks on the Material Plane claim that they emit an eerie, high whine that varies in pitch depending on the creature’s speed and health.
Once a marauder locates prey, it shifts to the Material Plane to attack, attempting to catch its victim flat-footed. The creature bites its victim, then retreats quickly back to the Ethereal Plane. When badly hurt or wounded, a marauder escapes to its home plane rather than continuing the fight.
Ethereal Jaunt (Su): An ethereal marauder can shift from the Ethereal Plane to the Material Plane as a free action, and shift back again as a move action. The ability is otherwise identical with the ethereal jaunt spell (caster level 15th).
Skills: Ethereal marauders have a +2 racial bonus on Listen, Move Silently, and Spot checks.
Source: Monster Manual (version 3.5), page 105.