The creature can turn while running.
Benefit: When running, the creature can turn 90° left or right. The creature slows just before, during, and after its makes the turn but can assume full speed once the turn is complete. It costs 2 squares of movement in the space before the turn, the space the creature turns in, and the space after the turn. Any movement the creature has left can be taken normally once the turn is completed. A creature can turn as many times as it wants using this feat so long as it can pay the movement cost. For example, a leopard (base speed 40 feet) has a run speed of 160 feet (32 squares). It could move 13 squares, turn, then move 13 more squares to finish out its movement. It costs the leopard 13 squares of movement to move the first 13 squares (1 square each), then 2 squares just before, during, and after the turn (a total of 6 squares). The leopard has 13 squares of movement left in which to move after making the turn.
Special: Creatures with a swim speed can use this feat when swimming if they take a run action.
Normal: When running, the creature can normally only run in a straight line.
Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games.