| Hit Dice: | 4d10+8 (30 hp) |
| Initiative: | +2 |
| Speed: | 60 ft. (12 squares), fly 60 ft. (average), swim 60 ft. |
| Armor Class: | 20 (+2 Dex, +8 natural), touch 12, flat-footed 18 |
| Base Attack/Grapple: | +4/+7 |
| Attack: | Bite +7 melee (1d8+4) |
| Full Attack: | Bite +7 melee (1d8+4) |
| Space/Reach: | 5 ft./5 ft. |
| Special Attacks: | Ambush, improved grab, worry |
| Special Qualities: | Darkvision 60 ft., low-light vision |
| Saves: | Fort +6, Ref +6, Will +1 |
| Abilities: | Str 16, Dex 14, Con 14, Int 3, Wis 11, Cha 7 |
| Skills: | Hide +10, Listen +5, Survival +3, Swim +12; racial bonuses |
| Feats: | Alertness, Track |
| Environment: | Any land and aquatic (Carceri, Gehenna, Hades) |
| Organization: | Solitary or school (2–8) |
| Challenge Rating: | 2 |
| Treasure: | None |
| Alignment: | Always neutral evil |
| Advancement: | 5–12 HD (Medium) ♊ |
| Level Adjustment: | — |
Products of a harsh environment, terlens are supremely adapted predators that are capable of hunting from air, land, or water. Terlens are much faster in the water than most creatures, but they are only moderately skilled flyers.
Terlens resemble large winged sharks. They have unusually large maws, and, like those of sharks, their deadly teeth continue to grow throughout their lives. Terlens have excellent natural camouflage: Their gray hides fade into their environs with ease.
Although vicious predators, terlens have enough survival instinct to stay away from the large and powerful beings that they sometimes encounter on the Outer Planes.
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 jaws 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 a kill is a quick strike.
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 fhorge 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.
Source: Fiend Folio, page 174. Changes applied as per the D&D® v.3.5 Accessory Update.