Terlen (CR 2)
AC: 20 (+2 Dex, +8 natural), touch 12, flat-footed 18
Hit Dice: 4d10+8 (30 hp)
Fort +6, Ref +6, Will +1
Speed: 60 ft., fly 60 ft. (average), swim 60 ft.
Space: 5 ft./5 ft.
Base Attack +4; Grapple +7
Attack: Bite +7 melee
Full Attack: Bite +7 melee
Damage: Bite 1d8+4
Special Attacks/Actions: Ambush, improved grab
Abilities: Str 16, Dex 14, Con 14, Int 3, Wis 11, Cha 7
Feats: Alertness; Track
Skills: Hide +10, Listen +5, Survival +3, and Swim +12
Advancement: 5-12 HD (Medium-size)
Climate/Terrain: Any land and aquatic (Carceri, Gehenna, Hades)
Organization: Solitary or school (2-8)
Ambush (Ex): Anytime a terlen makes a successful charge attack against a flat-footed opponent, it deals double damage with its bite.
Improved Grab (Ex): If a terlen hits an opponent that is at least one size category smaller than itself with a bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +7). If it gets a hold, it also worries on the same round. Thereafter, the terlen has the option to conduct the grapple normally, or simply use its bite to hold the opponent (-20 penalty on grapple check, but the terlen is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals worry damage.
Worry (Ex): A terlen that successfully gets a hold on an opponent with its improved grab ability shakes the victim violently back and forth. This attack deals bite damage each round until the victim breaks free, the terlen is slain, or the victim dies.
Skills: Terlens have a +8 racial bonus on Hide checks because of their natural camouflage. Terlens have a +8 racial bonus on any Swim check to perform some special action or avoid a hazard and can always choose to take 10 on Swim checks, even if distracted or endangered.
Voracious eaters, terlens never pass up a chance for a meal. They cover great distances by day, though they stay low to the ground compared to other large flying predators and use foliage as cover to surprise prey. In combat they instinctively try to strike from ambush, and once their powerful laws lock on, they crush and worry opponents unlucky enough to be caught.
Terlens often use hit-and-run tactics, and as natural hunters they know that their best chance for kill is a quick strike.
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.