Zenite (3.5e Creature)

Zenite

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.

Awesome Claw by Dragolisco
Zenite
Size/Type: Medium Monstrous Humanoid (Evil,Reptilian)
Hit Dice: 10d8+40 (85 hp)
Initiative: +7
Speed: 40 feet (8 squares), swim 20 feet, climb 20 feet
Armor Class: 22 (+3 dex, +4 natural, +5 Breastplate), touch 13, flat-footed 19
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 (Su)
Special Qualities: Damage Reduction 10 (holy & piercing), Darkvision (60 ft.), Immunity to Fire, Regeneration, Scent, Weakness to Cold
Saves: Fort +7, Ref +10, Will +10
Abilities: Str 19, Dex 17, Con 18, Int 13, Wis 16, Cha 8
Skills: Balance +2, Climb +5, Jump +5, Listen +5, Search +5, Spot +5, Survival +5, Swim +5, Tumble +2
Feats: Alertness, Combat Reflexes, Improved Critical (Scimitar), Improved Grapple, Improved Initiative, Two Weapon Fighting (racial), Weapon Focus (Scimitar),
Environment: Any warm
Organization: Hunting Pack (4), Pack (8), Pride (16), Herd (32+)
Challenge Rating: 7
Treasure: Standard
Alignment: Always Neutral Evil
Advancement: 11-15 HD (Large), 16-20 HD (Huge)
Level Adjustment: +2

Zenites stand 7 feet tall and generally weigh around 320 lbs.

Combat

Zenites 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 (5d6).

Damage Reduction (Ex): 10; (holy and piercing)

Immunity to Fire (Ex): Zenites are unharmed by mundane or magical fire.

Quad-Wielding (Ex): A zenite can use all four hands to any weapon it is familiar with.

Regeneration (Su): A zenite heals for 10 hit points every round. It can regrow severed body parts within 2d4 minutes. Decapitation undoes this effect.

Vulnerabilities: Cold +50% damage


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