Marrulurk (CR 4)

Small Monstrous Humanoid
Alignment: Usually neutral
Initiative: +7 (+3 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., Listen +10, and Spot +7
Languages: Marru


AC: 20 (+1 size, +3 Dex, +2 natural, +3 studded leather armor, +1 buckler), touch 14, flat-footed 17
Hit Dice: 3d8+6 (19 hp)
Fort +3, Ref +6, Will +6
Speed: 20 ft.
Space: 5 ft./5 ft.
Base Attack +3; Grapple +0
Attack: Scimitar +5 melee or longbow +7 ranged
Full Attack: Scimitar +5 melee or longbow +5/+5 ranged
Damage: Scimitar 1d4+1/18-20 plus poison, longbow 1d6/x3 plus poison
Special Attacks/Actions: Death attack, nauseating breath, poison use, sneak attack +2d6
Abilities: Str 12, Dex 16, Con 14, Int 10, Wis 16, Cha 14
Special Qualities: marruspawn traits
Feats: Improved Initiative; Point Blank Shot; Rapid Shot; Track
Skills: Bluff +5, Hide +10, Listen +10, Move Silently +6, and Spot +7
Advancement: By character class
Climate/Terrain: Warm deserts
Organization: Solitary, death squad (3-5), party (1 plus 2 marrusaults plus 1 marrutact), or troop (2-3 plus 6-11 marrusaults plus 1-2 marrutacts)
Treasure: Standard coins; double goods; standard items

Source: Sandstorm

Combat

Marrulurks prefer to attack suddenly and secretly with poisoned weapons. If caught in combat against a foe they deem too difficult to face head on, they use their nauseating breath to discomfit their opponent long enough to slip back into hiding. Other times they use their nauseating breath to set foes up for a swift, deadly attack.

Death Attack (Ex): If a marrulurk studies a victim for 3 rounds and with a melee weapon that then makes a sneak attack successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (marrulurk's choice). The save DC against a marrulurk's death attack is 13, and the save DC is Charisma-based. This ability otherwise functions like the assassin's death attack ability and is subject to the same limitations.

Nauseating Breath (Su): Once per day, a marrulurk can breathe a 10-foot cone of nauseating gas as a free action. All creatures except other marrulurks within the area must succeed on a DC 13 Fortitude save or be nauseated 1 round. The save DC is Constitution-based.

Poison Use (Ex): A marrulurk is skilled in the use of poison and never risks accidentally poisoning itself when applying poison to a weapon. A marrulurk typically carries 2d4 doses of Large monstrous scorpion venom (Fort DC 14; 1d4 Con/1d4 Con), applying it to its crossbow bolts and scimitars.

Sneak Attack (Ex): A marrulurk deals extra damage when it is flanking an opponent or at any time when the target would be denied its Dexterity bonus. This extra damage applies to ranged attacks only if the target is within 30 feet.

Skills: Marrulurks have a +4 racial bonus on Hide and Move Silently checks.

Though different types of marruspawn have unique individual abilities, the race as a whole enjoys several common traits.

Discriminating Hearing (Ex): A marruspawn can hear across great distances with ease, gaining a +4 racial bonus on Listen checks. A marruspawn's hearing is so sensitive that it can sense the presence of most creatures merely by the sound of their breathing, their heartbeat, or their movement if they are within 30 feet.

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.

Resistance to Dessication (Ex): Centuries of life in the waste afford marruspawn the ability to cope with thirst and reduced fluid intake. A marruspawn thus gains resistance to dessication damage 10. Whenever a marruspawn is subject to magical dessication damage, that damage is reduced by 10 before being applied to the marruspawn's hit points.

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.

Resistance to Fire (Ex): Bred to withstand magic artillery, a marruspawn enjoys an inborn resistance to fire 5.

Low-Light Vision (Ex): A marruspawn can see twice as far as humans in conditions of poor illumination.