Abyssal Marauder (3.5e Monster)
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|Size/Type:||Medium Outsider (Chaotic, Evil, Extraplanar, Maita)|
|Hit Dice:||8d8+68 (104 hp)|
|Speed:||30 ft, swim 30 ft|
|Armor Class:||21 (+2 leather armor, +3 dex, +6 natural), touch 13, flat-footed 18|
|Attack:||Scimitar +15 melee (1d6+7, 18-20/x2) or Slam +15 melee (1d6+7, 20/x2)|
|Full Attack:||Two Scimitars +13/+13/+8/+8 melee (1d6+7, 18-20/x2) and Slam +15 melee (1d6+7, 20/x2)|
|Space/Reach:||5 ft/5 ft|
|Special Attacks:||Devour Soul, Rending Maneuver, SLAs, Wave Step|
|Special Qualities:||Ambidexterious, Darkvision 60 ft, Deathwatch, DR 5/good or lawful, Ferocity, Immunities, Maita Traits, Master of the Abyssal Seas, Negative Soul, Resist Cold 10, Telepathy 100 ft|
|Saves:||Fort +12, Ref +9, Will +8|
|Abilities:||Str 24, Dex 16, Con 22, Int 13, Wis 15, Cha 17|
|Skills:||Balance +14, Bluff +14, Climb +18, Intimidate +14, Knowledge Geography +12, Knowledge Nature +12, Sense Motive +13, Spot +13, Swim +15*, Tumble +14|
|Feats:||MobilityB, Whirlwind AttackB, Power Attack, Raw Toughness, Manipulative Grip|
|Environment:||Any Chaotic Evil Plane|
|Alignment:||Always Chaotic Evil|
|Advancement:||By character class|
Raise sail and set course to port. We're going to paint that town red!
Fiendish pirates of the abyssal seas, abyssal marauder demons are soul-stealing terrors who pillage and steal for the sake of it, burying their ill gotten goods in secret places and murdering any who attempt to steal from them in turn. For them, might makes right and they keep order through bullying, fear, and bloodshed. Their unusually humanoid appearance for a demon means they could pass for human at a distance and the rare marauder which has ended up on the prime material has often created a glut of legends of supernatural pirates terrorizing the high seas. However some suspect the body is just a shell, and the true demon is a burning inner fire which uses a host to act upon the world.
Abyssal marauders appear as humans with off-color skin of deathly gray and pale purple, glowing eyes, and "molten cracks" over their body which burn with some infernal heatless flame. They are said to smell of sulfur and brine, though since most life their lives as pirates it is often cloaked in the musk of filth from their profession. They are unusually resilient, for when a dead abyssal marauder demon is submerged in salt water they begin the process of restoring themselves back to life.
It is believed they are creations of the arch-demon of thuggary and murder, Sthag Thak. They stand as tall as a human and weight about the same. They speak Abyssal, Common, Draconic, and Infernal.
Possessing great mobility an abyssal marauder will often soften up a ranged opponent with a spell or two before moving in suddenly with wave step and unleashing a full two-weapon fighting attack or whirlwind attack on their opponents. They are not at all opposed to throwing allies at a situation, then moving in at a prime opportunity to backstab or otherwise take advantage of a weakness. If pushed, they will often use their Ferocity to throw themselves overboard into the sea so that they can heal.
Ambidexterious (Ex): Abyssal marauders benefit from the Two-Weapon Fighting line (including Improved and Greater versions) if their BAB qualifies them for it, and they treat one-handed weapons as light weapons when beneficial. They use their full Strength to damage on both primary and off-hand weapons.
Devour Soul (Ex): As a maita, abyssal marauders are capable of eating souls as a standard action. They do not digest the souls ever, but more often than not they instead imprison the souls in appropriately valuable jewels (treat as a soul bind) from the treasure they steal and bury them away with the rest of the loot.
Ferocity (Ex): Once per day if an abyssal marauder is brought to 0 hp or lower, they can take one last standard action before their lack of hit points take effect.
Immunities: Abyssal marauders are immune to electricity, fear effects, and poison.
Master of the Abyssal Seas: Abyssal marauders can breathe both air and water, and have a swim speed equal to their land speed. They are immune to heavy pressure, and can see and fight through water as easily as air. Worse off, their connection to the sea gives them conditional immortality. If they die and their corpse is submerged in salt water it will heal 1 hp a round until they are brought back to life at 1 hp. The only way to stop this is by dismembering the corpse or otherwise rendering it unsuitable for raise dead. Once at 1 hp, they must heal normally on their own.
Negative Soul (Ex): Abyssal marauders heal from negative energy and are harmed by positive energy as if they were undead.
Rending Maneuver (Ex): If an abyssal marauder successfully hits a creature with two or more weapon attacks in a round they may make any one rendering maneuver from the choices below as a free action.
- Cross-Cut: The abyssal marauder deals its weapon damage again (1d6+7 for its scimitars).
- Mobile Strike: The abyssal marauder makes a 5 ft step. This does not count to any 5 ft steps or movement they make.
- Sky Launcher: The abyssal marauder makes an opposed grapple check. If successful they throw the target into the air and reposition them to any square within their threatened range. They must make a DC 10 Balance check not to fall prone, and 1d6 falling damage.
A single creature can only be affected by one rending maneuver a round.
Spell-Like Abilities (Sp): At will- speak with animals (sharks only); 1/day-animate dead, control water, fear (DC 17), vampiric touch; 1/month-raise from the deepSpC, skeleton crewPathfinder (permenant duration), submerge shipSpC. Caster level 8th. The saving throws are Charisma based.
Wave Step (Su): As a swift action the abyssal marauder can move up to half their movement speed in any direction, even up, as they transform into a fast moving wave of bloody brine. This movement does not provoke attacks of opportunity, and it may be used once every 1d4 rounds.
Skills: Abyssal marauders has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. They can always choose to take 10 on a Swim check, even if distracted or endangered. They can use the run action while swimming, provided it swims in a straight line.
|Alignment||Always Chaotic Evil +|
|Challenge Rating||9 +|
|Environment||Any Chaotic Evil Plane +|
|Identifier||3.5e Monster +|
|Level Adjustment||— +|
|Subtype||Chaotic +, Evil +, Extraplanar + and Maita +|
|Title||Abyssal Marauder +|