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View Full Version : D&D 3.x Class P.E.A.C.H. - The Zenite



Altrunchen
2015-12-01, 05:45 PM
Introduction:
This is a monster that I designed to be very annoying to fight. It is loosely based off of the lizafos from The Legend of Zelda, but has a whole slew of special abilities that makes them a very inconvenient encounter. I have yet to run this monster un-nerfed and figured I might share it with you all here in case you want to use it.

Zenite
Size/Type: Medium Monstrous Humanoid (Reptilian)
Hit Dice: 10d8+40 (85 hp)
Initiative: +7
Speed: 40 feet (8 squares), swim 20 feet, climb 20 feet
Armor Class: 22, touch 13, flat-footed 19 (+3 dex, +4 natural +5 Breastplate)
Base Attack/Grapple: +10/+18
Attack: Scimitar +15 (1d6+4, 15-20) or Claw +14 (1d6+4) or Bite +14 (1d8+4) or Kick +14 (1d10+4) or Tail +14 (1d6+4)
Full Attack: 4 Scimitars +15/+10 (1d6+4, 15-20) or 4 Claws +14/+9 (1d6+4) and Bite +9 (1d8+2) and Kick +9 (1d10+2) and Tail +9 (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath weapon (fire)
Special Qualities: Regeneration (10 per round), Damage Reduction (10; holy and piercing), Darkvision (60 ft.), Immunity to Fire, Weakness to Cold, Scent
Saves: Fort +7, Ref +10, Will +10
Abilities: Str 19, Dex 17, Con 18, Int 13, Wis 16, Cha 8
Skills: +5 spot, +5 listen, +5 search, +5 survival, +5 swim, +5 climb, +5 jump, +2 balance, +2 tumble
Feats: Improved Initiative, Alertness, Improved Grapple, Combat Reflexes, Two Weapon Fighting (racial)*, Weapon Focus (Scimitar)*, Improved Critical (Scimitar)*
Enviroment: The Netherworld
Organization: Hunting Pack (4), Pack (8), Pride (16), Herd (32+)
Challange Rating: 6.5
Treasure: —
Alignment: Always Neutral Evil
Advancement: —
Favored Class: —
Level Adjustment: —
* = Bonus feat

The zenite typically wears a black breastplate armor that their herd has fashioned for their physiology. They have shiny green scales, huge gnashing teeth, yellow snake eyes, breath fire, wield weapons, and heal quickly. Not only thay but they have four arms, two of which they use to wield scimitars while the other two are usually used to grab their opponent if possible. Sometimes they wield four scimitars at once. Zenites stand 7 feet tall and generally weigh around 320 lbs. They always fight in groups and will flee if outnumbered to utilize hit-and-run tactics to slowly wear their prey down. They prefer to be methodical and tactical about killing their prey and will use whatever cunning they can to achieve victory.

Breath Weapon (Su): Once every 1d4 rounds a zenite can unleash a blast of fire from its mouth as a standard action. Conic burst 30 ft. Reflex half. Damage dice equal to HD/2 d6.
Regeneration (Su): A zenite regenerates for 10 hp every round. The only way to stop this from happening is to decapitate the zenite.
Damage Reduction (Su): 10; holy and piercing
Quad-Wielding (Ex): A zenite can use all four hands to wield scimitars or any weapon it is familiar with.
Immune to fire (Su)
Weak to cold (Ex): +50% damage
Languages: Zenite