Environment Space, space ships, space stations, ruins.
Ambush (Ex) The Pouncer is perfectly aware of the environment it inhabits, and as such it is able to use it to its advantage when hunting live prey to destroy. The Pouncer gains a +4 racial bonus to Stealth as a result.
Energy Vulnerability The Pouncers, like all Xeno-necro's, are particularly susceptible to energy attacks, such as lasers, plasma weapons, and other similar weapons. They suffer an additional +1 point of damage per dice when facing this type of attack.
Great Leap (Ex) This creature is able to use its powerful arms and tail to cover great distances in a single bound. As a full-round action, the creature can leap up to 90 ft. in a single bound. It can use this ability as often as it wishes. It can also use this as an attack. The Pouncer gains +2 to hit but suffers -2 to its KAC until the beginning of its next round. Anything hit by the attack must make a Ref save (DC 17) or be knocked prone.
Tail Slash (Ex) By spinning on its talon-hands, the Pouncer can use its powerful tail-like blade with great effectiveness. If the creature chooses to use this attack, it can swing it in a wide arch around its body. This acts like a cleave attack, and will strike at all targets within the area of effect (a separate to hit roll is required for each).
Zero G Affinity (Ex) In a zero gravity environment, the creature will have its Dexterity increased from +4 to +6. Furthermore it gains the Evasion ability (if a reflex save for half damage is required, it will take no damage on a success). The creature also gains a racial ability of +4 to acrobatics (flying, good) in this instance.
The Pouncer is another variant of the Xeno-necro's. This particular undead horror is comprised from the corpse of a single humanoid. The lower half of the body fuses together with the intestinal tract to create a powerful tail-like protuberance, ending in a heavy and powerful blade.
Although seemingly clumsy and slow moving, the creature has a terrifying grace about it, and in zero-g conditions, can move with an alacrity that will ensure the death of anyone not properly prepared to deal with it.
The arms grow to nearly twice their normal size, and become powerfully muscled. The fingers of the hands fuse together, forming long, wickedly serrated claws. The lower jaw splits apart, becoming more like a mandible than a mouth, and the teeth become long and needle-like. The spine also changes, protruding from the skin, somehow giving the creature all that much more flexibility.
Like other Xeno-necro's, this particular creature is able to use the environment to remain hidden until it has a chance to initiate an ambush. Also, like all other Xeno-necro's, this creature cannot infect or create spawn. Anything killed by the creature will remain dead.