Zoranth, Epic (3.5e Creature)

Epic Zoranth

The peak of development for a zoranth, epic zoranths are the deadliest of the four stages. Not only are they skilled hunters, they're also savvy to the ways of those who would try and kill them. Otherwise they wouldn't have lived for as long as they have.

Epic Zoranth
Size/Type: Colossal Magical Beast (Zoranth)
Hit Dice: 40d10+800 (1020 hp)
Initiative: +8
Speed: 60 ft. (12 squares), climb 50 ft., swim 50 ft., burrow 40 ft.
Armor Class: 54 (-8 size, +12 deflection, +40 natural), touch 14, flat-footed 54
Base Attack/Grapple: +40/+77
Attack: Claw +53 (3d8+21/18-20/x4)
Full Attack: 2 Claws +53 (3d8+21/18-20/x4), Bite +53 (2d8+10/19-20/x3), Tail +53 (2d6+10/19-20)
Space/Reach: 30 ft./30 ft.
Special Attacks: Augmented Critical, Breath Weapon, Constrict, Consume Magic (Su), Death Ray (Su), Improved Grab, Maul, Swallow Whole, Pounce, Rake
Special Qualities: Damage Reduction 20/magic and adamantine, Darkvision 120 ft., Cloak (Su), Greater Teleport (Sp), Energy Resistance 20 (acid, cold, electricity, fire, force, necrotic, sonic), Fast Healing 20, Frightful Presence, Low-Light Vision, Regeneration, Sense Magic (Su), Scent, Spell Resistance 50, Zoranth traits
Saves: Fort +42, Ref +22, Will +18
Abilities: Str 52, Dex 11, Con 50, Int 12, Wis 21, Cha 16
Skills: Balance +24, Intimidate +44, Listen +46, Search +42, Spot +46, Survival +46
Feats: Cleave, Diehard, Dire Charge, Endurance, Great Cleave, Improved Bull Rush, Improved Initiative, Improved Multiattack, Improved Overrun, Improved Sunder, Multiattack, Power Attack, Snatch, Superior Initiative, Track (racial)
Environment: Underground, Any
Organization: Solitary, Pair, Small Hive (1-2) plus (2-4) Greater Zoranths plus 4-8 Zoranths plus 8-16 Lesser Zoranths, Medium Hive (2-4) plus (4-8) Greater Zoranths plus 8-16 Zoranths plus 16-32 Lesser Zoranths, Large Hive (8-16) plus (16-32) Greater Zoranths plus 32-64 Zoranths plus 64-128 Lesser Zoranths
Challenge Rating: 39
Treasure: Double Standard
Alignment: Always Chaotic Neutral
Advancement: 41-49 HD (Colossal)
Level Adjustment:

An epic zoranth is 128 feet long (from the end of its head to the tip of its tail) and weighs about 187 tons.

Epic zoranths speak zoranthi which is physiologically impossible for most other races to speak.

Combat

Very little is officially known about how epic zoranths actually fight, since most who attempt to kill one don't normally live to tell the tale. This also speaks to the scarcity and the efficacy of epic zoranth's concealment tactics. What is speculated is that epic zoranths start hives, send out weaker zoranths to do their bidding, and downplay their own existence as much as possible. Instead of flagrantly boasting their prowess and skills, the popular theories imply that epic zoranths try to have their subordinates draw attention away from themselves. That way if and when they actually attack, people have a small chance of actually knowing what it's capable of. For the purpose of a Dungeon Master running one of these monsters, however, here is some information to go by.

Like all zoranths, epic zoranths don't fight fair. In fact they will do everything they can to ensure that they start a battle with a distinct advantage. Even though they're big and powerful, epic zoranths will avoid a fair-fight as much as they can. They will set up extremely painful and inhumane traps and snares, seeking to injure and secure rather than outright kill. That way the injured victim will most likely draw people in to attempt to help. Then when help arrives, they will have a second trap or a bunch of their minions rush in. Epic zoranths are patient, cunning, and merciless.

If, during combat, an enemy within range is about to die, they will choose to finish the opponent off rather than divide up their attacks amongst other close-by enemies. If there is a mage, and epic zoranths are well aware of what mages tend to dress like, they will prioritize them. Epic zoranths are rather old and usually have a lot of experience with surviving battles. They fight intelligently and exploit every advantage they have at their disposal.

Augmented Critical (Ex): The epic zoranth's claw threatens a critical hit on a natural attack roll of 18–20, dealing quadruple damage on a successful critical hit. Its bite threatens a critical hit on a natural attack roll of 19–20, dealing triple damage on a successful critical hit. Finally its tail threatens a critical hit on a natural attack roll of 19–20, dealing double damage on a successful critical hit.

Breath Weapon (Su): Once per 1d4 rounds as a standard action the greater zoranth can unleash a 30 ft. cone of force from its maw that deals 20d6 force damage and 12d4 sonic damage to all creatures in the affected area. The saving throw is constitution based. Additionally it may also cause affected creatures to be blown away, deafened, and/or stunned depending on the creature's size category. For more details about the damage and effects of the greater zoranth's breath weapon see Table: Greater Zoranth Breath Weapon Effects.

Table: Greater Zoranth Breath Weapon Effects
Target Size Category Damage to Resist Conditions to Resist Saving Throws Needed
Fine
  • Damage: Reflex half. (DC 50)
  • Conditions: Fortitude negates. (DC 80)
Diminutive
  • Damage: Reflex half. (DC 50)
  • Conditions: Fortitude negates. (DC 70)
Tiny
  • Damage: Reflex half. (DC 50)
  • Conditions: Fortitude negates. (DC 60)
Small
  • Damage: Reflex half. (DC 50)
  • Conditions: Fortitude negates. (DC 50)
Medium
  • Damage: Reflex half. (DC 50)
  • Conditions: Fortitude negates. (DC 50)
Large
  • Damage: Reflex half. (DC 50)
  • Conditions: Fortitude negates. (DC 50)
Huge
  • Damage: Reflex half. (DC 50)
  • Conditions: Fortitude negates. (DC 50)
Gargantuan
  • Damage: Reflex half. (DC 50)
Colossal
  • Damage: Reflex half. (DC 50)

Constrict (Ex): An epic zoranth deals 3d8+21 points of damage with a successful grapple check. It can make a rake or a maul attack against a grappled foe as well.

Sense Magic (Su): An epic zoranth can detect the presence, location, caster level, and school of magic within a 120 ft. radius of itself at all times. This goes for spells, magic items, and so on. It can also pinpoint a creature with magic effects applied to it or carrying magical items.

Consume Magic (Su): An epic zoranth can consume all the magic in an area around it (120 ft. radius burst centered on the epic zoranth) at-will as a Standard Action. All magical effects and magic items are affected as though by a Mage's Disjunction spell. The caster level is 50 (CON based). Additionally, the epic zoranth then gains Hit Dice equal to the sum of the caster levels of all magic that it consumed, healing it in the process. Also, the epic zoranth then gains whatever magical abilities, enchantments, and/or properties that it chooses from the magic that it just consumed for as long as it lives. It can choose not to absorb magic that would harm it. Epic zoranths also have the ability to distribute magical powers that they accumulate in this manner to their offspring as a full-round action 1d4x times per day.

Death Ray (Su): 6 rays, standard action, ranged touch attack +32, fortitude partial (DC 50). Failure results in the creature being killed instantly. Success causes the creature to lose 20d6 hitpoints. This attack causes an extremely loud sound with a brilliant beam of light, which is why epic zoranths only use it when they don't think they will be outnumbered.

Greater Teleport (Sp): At will as a standard action, caster level 40. Can be cast while the Cloak ability is active.

Cloak (Su): At-will as a move action, an epic zoranth can become Invisible and virtually inaudible (DC 60 Listen) when it moves. Additionally it can choose to mask its own scent. Attacking does not make an epic zoranth become visible or audible, it can remain cloaked as long as it wants to.

Improved Grab (Ex): To use this ability, an epic zoranth must hit a creature at least one size smaller than itself with its claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and deals bludgeoning damage from its constrict ability. The following round it can try to swallow the opponent.

Swallow Whole (Ex): An epic zoranth can try to swallow a grabbed Huge or smaller opponent by making a successful grapple check. A swallowed creature takes 6d10+66 points of bludgeoning damage and 128 points of acid damage per round from the epic zoranth's stomach. A swallowed creature must succeed on a fortitude save or be paralyzed for 6d4 turns. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 240 points of damage to the stomach (AC 80). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

An epic zoranth's stomach can hold 1 Gargantuan, 2 Huge, 4 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents.

Maul (Ex): One bite, attack bonus +53 melee, damage 2d8+10/19-20/x3

Pounce (Ex): Can be used as a starting attack.

Rake (Ex): Two claws, attack bonus +53 melee, damage 3d8+21/18-20/x4.

Zoranth Magic Adaptation (Su): Whenever an epic zoranth is affected by a spell, spell-like ability, or supernatural ability and survives, it becomes immune to the effects of that spell, spell-like ability, or supernatural ability for a period of 6d4 days. Additionally the epic zoranth becomes able to use that same spell, spell-like ability, or supernatural ability for the same amount of time that it is immune to its effects. The epic zoranth may choose to use these newfound abilities at-will as a standard action. The caster level is equal to its Hit Dice.


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