Asherati (CR 1/2)
Alignment: Usually neutral
Initiative: +1 (Dex)
AC: 17 (+1 Dex, +2 natural armor, +3 studded leather, +1 light steel shield), touch 11, flat-footed 16
Hit Dice: 1d8+1 (5 hp)
Fort +3, Ref +1, Will -1
Speed: 30 ft., burrow (sand only) 30 ft.
Space: 5 ft./5 ft.
Base Attack +1; Grapple +2
Attack: Eagle's claw +2 melee
Full Attack: Eagle's claw +0 melee and eagle's claw +0 melee
Damage: Eagle'e claw 1d6+1/18-20
Special Attacks/Actions: -
Abilities: Str 13, Dex 13, Con 12, Int 8, Wis 9, Cha 8
Special Qualities: Asherati traits, body lamp, sandswim
Feats: Two-Weapon Fighting
Skills: Intimidate +3
Advancement: By character class
Climate/Terrain: Warm deserts
Organization: Squad (2-4), company (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or band (30-100 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults, 5 5th-level lieutenants, 3 7th-level captains, 6-10 ashworms, and 2-5 riding ashworms)
Asheratis prefer to attack from ambush, hiding in the sand then rising up en masse around their foe.
Asherati Traits: Asherati traits are described in the asherati player race entry.
Body Lamp (Su): An asherati can make its skin glow at will, shedding light to 60 feet and shadowy illumination to 120 feet. The light is sufficient.for the asherati to navigate by while sandswimming in loose sand, dust, or ash. Once per day as a free action, an asherati can bring its skin up to full brilliance so rapidly it might dazzle creatures within 30 feet. A creature can make a DC 11 Fortitude save to negate the effect. The save DC is Charisma-based.
Sandswim (Su): Asheratis gain a burrow speed equal to their base land speed while wearing light armor or carrying a light load and traveling through sand, ash, or other loose soil. This speed drops to 5 feet with a heavier load or if an asherati tries to drag a Medium or larger creature along. An asherati can breathe normally while sandswimming.
Skills: Asheratis have a +2 racial bonus on Move Silently and Hide checks (an asherati cannot Hide while its skin glows). If in a sandy area, an asherati receives an additional +2 racial bonus on Hide checks.
The asherati warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.