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         Copyright © Randy Bowers. All rights reserved.



Medium Magical Beast
Hit Dice:15d10+75 (142 hp)
Initiative:+4 (Dex)
Speed:30 ft.
AC:26 (+4 Dex, +12 natural)
Base Attack/Grapple:  +15/+21
Attack:Claw +21 melee (1d6+6); or bite +19 melee (1d6+2)
Full Attack:2 claws +21 melee (1d6+6, rend); or bite +19 melee (1d6+2)
Space/Reach:5 ft./5 ft.
Special Attacks:Negate magic, pounce, rake, rend
Special Qualities:Detect magic, DR 15/magic, fast healing 3, immune to poison, resistance to cold and fire 15, see in darkness, shadowfade, SR 23, stonewalk
Saves:Fort 9, Ref 9, Will 5
Abilities:Str 22, Dex 18, Con 20, Int 8, Wis 15, Cha 10
Skills:Listen +7, Move Silently +9, Hide +9, Survival +7
Feats:Cleave, Power Attack, Improved Natural Attack, Improved Sunder, Multiattack, Track
Environment:Any Underground
Organization:Solitary, pair, or squad 2-5 (1d4+1)
Challenge Rating:  12
Treasure:Standard coins and goods, no items
Alignment:Always Neutral
Advancement:16 to 30 HD (Medium);
31 to 45 HD (Large)
Level Adjustment:-

The Zith are magical creations, used as guards and hunters by powerful wizards that command them. They stand eight feet tall, are bipedal, and vaguely reptilian in appearance. Their heads are shaped like those of lizard-men, perhaps indicating what they were once shaped from. They possess a very tough scaly skin that obsidian black in color, and nearly as tough. Their skin has a natural chameleon like power which allows Zith to disappear into dark shadows or stone backgrounds. From their powerful arms and hands extend dangerous, razor sharp claws. A short useless, stubby tail extends from their back. The Zith also possess natural carapace-like armor which covers their shoulders, chest, and parts of their arms and legs.

Unless commanded, Zith do not attack creatures that do not have magical auras upon them or who do not carry magical items. Thus, natural species exist peacefully in Zith guarded territory. A Zith pursues its opponents briefly to consider their ability before charging in to pounce upon the opponent bearing the strongest and most numerous magical auras.
    Negate Magic (Su): Magical items struck by a Zith must succeed at a Fortitude save (DC 17) or permanently lose one magical power at random. A weapon or armor's weapon enhancement or armor enhancement bonus counts as a single power. Zith use this power to quickly destroy their opponent's magical items and in conjunction with their pounce attack. This save is Charisma based.
    Pounce (Ex): When a Zith makes a charge, it can follow with a full attack - including its rake attack.
    Rake (Ex): When grappling or pouncing, the Zith can attack with their rear claws. Rake attacks are not subject to the usual -4 penalty for attacking while in a grapple. The Zith must begin its turn grappling to use its rake. It cannot begin a grapple and rake in the same turn.
    Rend (Ex): Once per round, a Zith that hits the same opponent with two claw attacks can rend the opponent's body and tear their flesh. This attack automatically deals an additional 2d6+9 points of damage.
    Detect Magic (Su): A Zith constantly detects magic in a 90 ft. radius in all directions. The Zith automatically discerns the location of all magical auras that it detects.
    See in Darkness (Su): All zith can see perfectly in darkness of any kind, even that created by a deeper darkness spell.
    Shadowfade (Su): A Zith which remains still for one full round in darkness or shadows gains a +10 bonus to Hide checks.
    Stonewalk (Su): Zith can walk through stone as though walking upon solid ground. While within stone, all objects have 20% concealment from the Zith's eyesight. Stone does not impede their ability to detect magical auras. Moving upward (or down) is similar to walking up a hill.

Zith are magical creations. They do not procreate and thus their numbers only grow when a new one is created by a powerful spellcaster. Common Zith are simple minded creatures, naturally crafted to do as they are told by their creator. They recognize their creator, whom they regard to be godlike in power (regardless of how far from the truth that may be), and never seek to do harm to their creator.
    Zith are roaming guardians who serve better in patrols than as stationary guards. They hunt in the territory they are set to guard; their ability to pass through stone allowing them to cover large areas and quickly respond to threats. Only the most reclusive spellcasters create Zith guardians since their presence discourages visitors of magical talent and possession.

The Zith are very long lived and extremely territorial. Most denizens of the Underhalls recognize how dangerous the Zith are and leave them alone. Zith do not sleep and require very little food to maintain their health.

It is said that the Zith are an ancient creation of some long dead wizard. They were guardians crafted to defend the wizard's underground fortress. It is said that the secret of creating the Zith was stolen from the wizard and that his adversaries sent a pack of these creatures to infiltrate and slay the wizard, but that the fortress still stands guarded. The Zith, not being free thinkers, remained in that territory and still defend it.