Murderjack (CR 9)

Medium Fey
Alignment: Always neutral evil
Initiative: +7 (+3 Dex, +4 Improved Initiative); Senses: low-light vision
Languages: Common and Sylvan


AC: 21 (+3 Dex, +6 natural, +2 leather armor), touch 13, flat-footed 18
Hit Dice: 15d6+60 (112 hp); DR: 10/cold iron
Fort +9, Ref +12, Will +10
Speed: 50 ft., climb 50 ft.
Space: 5 ft./5 ft.
Base Attack +7; Grapple +12
Attack: Claw +13 melee
Full Attack: 2 claws +13 melee
Damage: Claw 1d6+5
Special Attacks/Actions: Frightening presence, sneak attack +7d6, spells
Abilities: Str 20, Dex 17, Con 18, Int 15, Wis 13, Cha 22
Special Qualities: SR 21, sudden lunge, woodland concealment
Feats: Combat Reflexes; Combat Expertise; Improved Feint; Improved Initiative; Track; Weapon Focus (claw)
Skills: Bluff +24, Climb +31, Diplomacy +8, Escape Artist +21, Hide +21, Intimidate +8, Jump +13, Knowledge (nature) +22, Move Silently +21, Search +20, and Survival +19 (+21 following tracks or in aboveground natural environments)
Advancement: 16-45 HD (Medium)
Climate/Terrain: Temperate forests
Organization: Solitary, pair, or gang (3-8)
Treasure/Possessions: Standard

Source: Web

Frightening Presence (Su): When a murderjack charges or attacks, it inspires terror in all creatures within 30 feet that have fewer Hit Dice or levels than it has. Each potentially affected opponent must succeed at a DC 23 Will save or become panicked. Creatures with equal or more Hit Dice become shaken only on a failed save. If a victim (whatever its Hit Dice) is caught in the range of three or more murderjacks and fails to resist at least three of their frightening presence effects, she also suffers 1d4 points of Wisdom damage from the soul-numbing fear. This is a mind-affecting fear effect. The save DC is Charisma-based.

Spells: A murderjack can cast arcane spells as a 10th-level bard (3/5/5/3/1). A typical murderjack knows the following spells: 0 - dancing lights, ghost sound, lullaby, mage hand, message, prestidigitation; 1st - cure light wounds, expeditious retreat, sleep (DC 17), ventriloquism (DC 17); 2nd - cat's grace, cure moderate wounds, detect thoughts (DC 18), hold person (DC 18); 3rd - confusion (DC 19), cure serious wounds, deep slumber (DC 19), slow (DC 19); 4th - dimension door, locate creature.

Woodland Concealment (Su): In woodland areas, the murderjack's green and brown seems to blur and fade into the background. Attacks directed at the murderjack when it is in a woodland area suffer a 20% miss chance.

Sudden Lunge (Su): Once per hour, a murderjack can move up to its speed as a free action. A murderjack often uses this ability to rush an opponent during the surprise round so it can make a sneak attack.

The murderjack has no interest in fair fights. It prefers to use hit-and-run tactics over the course of several hours or even days, leaving its victim both horrified and fatigued. Only when murderjacks are confident that they outclass their victim, or they outnumber him, do they attack. When in a group, they work together to flank foes and keep them confused and disorganized with their spells and frightful presence.