Zoranth (3.5e Creature)

Zoranth

By far the most common type of zoranth found in the wild, these creatures have the ability to kill a creature just by looking at it. To say nothing of their cunning hunting and stalking abilities. They are less reckless and careless compared to lesser zoranths, which is precisely what makes them more deadly. They have powerful abilities and they use them very skillfully.

Zoranth
Size/Type: Huge Magical Beast (Zoranth)
Hit Dice: 20d10+200 (310 hp)
Initiative: +6
Speed: 40 ft. (8 squares), climb 30 ft., swim 30 ft., burrow 20 ft.
Armor Class: 34 (-2 size, +4 deflection, +2 Dex, +20 natural), touch 14, flat-footed 32
Base Attack/Grapple: +20/+39
Attack: Claw +29 (2d8+11)
Full Attack: 2 Claws +29 (2d8+11), Bite +27 (1d10+5), Tail +27 (1d8+5)
Space/Reach: 15 ft./15 ft.
Special Attacks: Breath Weapon, Constrict, Death Ray (Su), Improved Grab, Maul, Swallow Whole, Pounce, Rake
Special Qualities: Damage Reduction 10/magic and adamantine, Darkvision 120 ft., Cloak (Su), Energy Resistance 10 (acid, cold, electricity, fire, force, necrotic, sonic), Fast Healing 10, Frightful Presence, Low-Light Vision, Regeneration, Scent, Spell Resistance 30, Zoranth traits
Saves: Fort +22, Ref +14, Will +9
Abilities: Str 32, Dex 15, Con 30, Int 8, Wis 17, Cha 12
Skills: Balance +5, Intimidate +16, Listen +17, Search +13, Spot +17, Survival +17
Feats: Cleave, Diehard, Endurance, Great Cleave, Improved Initiative, Multiattack, Power Attack, Track (racial)
Environment: Underground, Any
Organization: Solitary, Pack (2-4), Den (4-16), Horde (16-32) plus 32-64 Lesser Zoranths
Challenge Rating: 19
Treasure: 1/2 Standard
Alignment: Always Chaotic Neutral
Advancement: 21-29 HD (Huge)
Level Adjustment:

A zoranth is about 32 feet long (from the end of its head to the tip of its tail) and weights about 6.8 tons.

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

Combat

Zoranths are ambush predators that typically choose to hunt in packs, laying in wait where they are convinced prey will enter. Their favored tactic is to find a place that prey will most likely go to, gather some allies, and set up an ambush by using their cloaking ability to hide. Then once prey enters the area, they use their pounce attack, followed by whatever other attacks they deem necessary.

Breath Weapon (Su): Once per 1d4 rounds as a standard action the zoranth can unleash a 30 ft. cone of force from its maw that deals 10d6 force damage and 6d4 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 zoranth's breath weapon see Table: Zoranth Breath Weapon Effects.

Table: Zoranth Breath Weapon Effects
Target Size Category Damage to Resist Conditions to Resist Saving Throws Needed
Fine
  • Damage: Reflex half. (DC 30)
  • Conditions: Fortitude negates. (DC 60)
Diminutive
  • Damage: Reflex half. (DC 30)
  • Conditions: Fortitude negates. (DC 50)
Tiny
  • Damage: Reflex half. (DC 30)
  • Conditions: Fortitude negates. (DC 40)
Small
  • Damage: Reflex half. (DC 30)
  • Conditions: Fortitude negates. (DC 30)
Medium
  • Damage: Reflex half. (DC 30)
  • Conditions: Fortitude negates. (DC 30)
Large
  • Damage: Reflex half. (DC 30)
  • Conditions: Fortitude negates. (DC 30)
Huge
  • Damage: Reflex half. (DC 30)
Gargantuan
  • Damage: Reflex half. (DC 30)
Colossal
  • Damage: Reflex half. (DC 30)

Constrict (Ex): A zoranth deals 2d8+11 points of damage with a successful grapple check. It can make a rake or a maul attack against a grappled foe as well.

Death Ray (Su): 2 rays, standard action, ranged touch attack +20, fortitude partial (DC 30). Failure results in the creature being killed instantly. Success causes the creature to lose 10d6 hitpoints. This attack causes an extremely loud sound with a brilliant beam of light, which is why zoranths only use it when they don't think they will be outnumbered.

Cloak (Su): At-will as a move action, a zoranth can become Invisible and virtually inaudible (DC 40 Listen) when it moves. Additionally it can choose to mask its own scent if it concentrates and holds still. This ability deactivates once the zoranth attacks, but it enables it to get surprise attacks.

Improved Grab (Ex): To use this ability, a 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): A zoranth can try to swallow a grabbed Large or smaller opponent by making a successful grapple check. A swallowed creature takes 4d10+22 points of bludgeoning damage and 32 points of acid damage per round from the zoranth's stomach. A swallowed creature must succeed on a fortitude save or be paralyzed for 2d4 turns. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 60 points of damage to the stomach (AC 40). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A zoranth's stomach can hold 1 Large, 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.

Maul (Ex): One bite, attack bonus +29 melee, damage 1d10+5

Pounce (Ex): Usually their starting attack when hidden.

Rake (Ex): Two claws, attack bonus +29 melee, damage 2d8+11.

Zoranth Magic Adaptation (Su): Whenever a 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 2d4 days. Additionally the 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 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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