Marrusault (CR 5)
Large Monstrous Humanoid
Alignment: Usually neutral
Initiative: +1 (Dex); Senses: Listen +7 and Spot +3
AC: 23 (-1 size, +1 Dex, +5 natural, +8 full plate), touch 10 flat-footed 22
Hit Dice: 6d8+18 (45 hp)
Fort +7, Ref +6, Will +5
Speed: 30 ft. (20 ft. in full plate)
Space: 10 ft./10 ft.
Base Attack +6; Grapple +15
Attack: Great falchion +11 melee or bite +10 melee
Full Attack: Great falchion +11/+6 melee and bite +5 melee
Damage: Great falchion 1d12+7/18-20, bite 1d8+2
Special Attacks/Actions: Howl of defiance, pounce
Abilities: Str 20, Dex 12, Con 16, Int 7, Wis 10, Cha 14
Special Qualities: Ferocity, marruspawn traits
Feats: Cleave; Exotic Weapon Proficiency (great falchion); Great Fortitude; Power Attack; Weapon Focus (great falchion)
Skills: Listen +7, Search +1, and Spot +3
Advancement: By character class
Climate/Terrain: Warm deserts
Organization: Solitary, party (2 plus 1 marrulurk plus 1 marrutact), or troop (6-li plus 2-3 marrulurks plus 1-2 marrutacts)
Like all marruspawn, a marrusault relies on its discriminating hearing to pinpoint hidden enemies. Once identified, a marrusault uses its howl as it pounces on its target, bringing its mighty blade to bear.
Howl of Defiance (Su): Once per day, a marrusault can loose a terrifying howl as a free action. All creatures except other marrusaults within 30 feet must succeed on a DC 15 Will save or become fatigued. Those within 10 feet who fail their saves become exhausted. The save DC is Charisma-based.
Pounce (Ex): If a marrusault charges, it can make a full attack, including its bite attack.
Ferocity (Ex): A marrusault is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.
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.