Voadam
Legend
Zenzogin trio
Zenzogin
Huge Outsider (Lawful)
Hit Dice: 16d8+112 (184 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 40 ft., fly 30 ft. (average)
AC: 28 (–2 size, +3 Dex, +17 natural)
Attacks: 1 Gargantuan +5 vorpal greatsword
+25/+21/+15/+11 melee, and 3 Gargantuan +5 vorpal
greatswords +25 melee
Damage: Gargantuan +5 vorpal greatswords 4d6+16 each
Face/Reach: 10 ft. x 10 ft./15 ft.
Special Attacks: Art of War, Shadow of the Past, Sins of the Father
Special Qualities: Damage Reduction 20/+3, Darkvision 60 ft.,
Regeneration 5, Spell Resistance 25
Saves: Fort +17, Ref +13, Will +14
Abilities: Str 29, Dex 17, Con 25, Int 18, Wis 18, Cha 20
Skills: Balance +16, Concentration +16, Diplomacy +18,
Heal +18, Hide +14, Innuendo +13 (+15 to intercept
a message), Intimidate +22, Jump +16, Knowledge
(war) +20, Listen +14, Move Silently +16, Ride +16,
Search +14, Sense Motive +18, Spot +14,
Tumble +16
Feats: Blind-fight, Cleave, Combat Reflexes, Deflect
Arrows, Dodge, Expertise, Far Shot, Flyby Attack,
Great Cleave, Improved Bull Rush, Improved
Critical, Improved Disarm, Improved Initiative,
Improved Trip, Improved Unarmed Strike,
Mobility, Mounted Archery, Mounted Combat,
Multidexterity, Multiweapon Fighting, Point Blank
Shot, Power Attack, Precise Shot, Quick Draw,
Rapid Shot, Ride-by Attack, Shot on the Run,
Spirited Charge, Spring Attack, Stunning Fist,
Sunder, Trample, Weapon Focus (greatsword),
Weapon Specialization (greatsword), Whirlwind
Attack
Climate/Terrain: Any land
Organization: Triumvirate (3)
Challenge Rating: 17
Treasure: None
Alignment: Lawful neutral
Advancement: 17–19 (Huge), 20–24 HD (Gargantuan)
The zenzogin are winged, four-armed
giants from the celestial realms.
Their skin color is either golden or silver,
and their hair, which they wear tied
back in long cascades that reach past
their waists, is either jet black or the
color of pure white snow. They
commonly wear a quilted kimono,
matching trousers that end at the knee,
and cloth two-toed sandals that they
lace up their shins. The feathers of their
wings are the same color as their hair,
and the tip of each is adorned with a
dangling metal ring or precious gem.
They all wear highly stylized
facemasks known as a mempoin the
eastern lands, giving them terrifying,
demonic visages. No one in recorded
history has ever seen a living zenzogin
without his mask.
Zenzogin are the avatars of justice
and war. They were once people who
were exceptionally moral, ethical, and
lawful in life, and have been rewarded
with service to the gods of battle. They
appear in threes, with a least one
female in their group, and usually at
the scenes of massive battles. For the
most part, they merely observe, but they
have been known to aid one side or the
other on occasion; their reason for doing so
is generally to bring equilibrium to an
unbalanced war. It isn’t uncommon in
especially important military
campaigns for one of the winged giants
to call out an army’s most powerful hero
or leader to engage him or her in one-onone
combat. When the triumvirate is
satisfied that the conflicting armies are
even, they generally take their leave.
In some instances, however, the zenzogin
have actually wiped out both sides of a
battle, showing neither mercy nor
remorse for their actions, while in other
instances they’ve ended wars by
preventing the armies from engaging
one another.
In combat, the zenzogin are, as
might be expected, fearsome and deadly,
capable of using any weapon, fighting
style, or battle magic known — and
some that are unknown, if truth be
told. Foes who have great future
potential or an unfulfilled destiny
and who are slain by a zenzogin are
typically reborn with a clean slate, to
be given a second chance at redeeming
themselves. In fact, it’s not unusual
for victims of the zenzogin to remember
parts of their former lives during their
new ones, allowing them the
opportunity to right the wrongs that
led to their demises. When a zenzogin
dies it is reborn with full awareness
from the moment of birth of who it was
and what it has the potential to
become again. If it holds true to the
way of morality and justice in this
new life, then it will eventually
become a zenzogin again at death.
Only in a few extremely rare instances
does the reborn zenzogin follow the
way of evil. At death, the corrupted
zenzogin goes to one of the numerous
hells, perhaps rewarded by the demons
that rule there.
Art of War (Ex): Zenzogin have the
sum of the world’s martial knowledge in
their minds. As such, they can use any combat
feat at will and have every weapon and
armor proficiency; standard feats are
already included in the above stats. In addition,
they may cast spells from the
Destruction, Law, Protection, Strength, and
War domains as a 16th-level cleric, three
times per day each. The DC to resist these
abilities is 14 + the spell level.
3/day — antimagic field, blade barrier, bull’s
strength, calm emotions, circle of doom,
clenched fist, contagion, dictum, disintegrate,
dispel chaos, divine power, earthquake,
endure elements, flame strike,
grasping hand, harm, hold monster,
inflict critical wounds, inflict light
wounds, magic circle against chaos,
magic vestment, magic vestment, magic
weapon, mind blank, order’s wrath,
power word: blind, power word: stun,
protection from chaos, protection from
elements, repulsion, righteous might,
sanctuary, shatter, shield of law, shield
other, spell immunity, spell immunity,
spell resistance, spiritual weapon, stoneskin
Damage Reduction (Su): The zenzogin
ignores 20 hit points from most weapons
and natural attacks. A +3 weapon or better
negates the ability.
O u t s i d e r :
Outsiders have
Darkvision with a
range of 60 feet. A
slain outsider cannot
be raised or resurrected,
although a
wish or miracle
spell can restore it
to life.
Regeneration
(Ex): Damage dealt
to the zenzogin is
treated as subdual
damage, and the
creature automatically
cures itself of 5
points of subdual damage
per round. It can
regrow or reattach severed
body parts. Fire
and acid deal damage
to the zenzogin normally, as do
attacks that don’t deal hit point damage.
Attacks that can cause instant death
only threaten the creature with death if it is
delivered by weapons that deal it normal
damage. Regeneration does not restore hit
points lost from starvation, thirst, or suffocation.
Shadow of the Past (Sp): The zenzogin
can use Shadow of the Past to put a creature
on trial for his alleged “crimes.” Once
per day, a zenzogin may target a creature
within its line of sight with this ability. If the
creature fails a Will save (DC 26), he must
relive in his own mind either his entire life or
key moments of it, over a time span of 3
rounds. The creature cannot take any action
during these rounds other than to observe
and speak when directly addressed by the
zenzogin. The magic compresses time, so the
affected creature may feel as if an hour, a
day, a week, or more has passed. To outside
observers, this effect is identical to the affected
creature being paralyzed; he is unable to
move, has effective Strength and Dexterity
scores of 0, but can take purely mental
actions. Additionally, when a creature comes
out of this state, he
must make a Fortitude save (DC
26) or take 1d2 points of temporary
Constitution damage from the
psychological shock of the experience.
If all three members of the triumvirate
use this power together, working
in concert, then it has an
area of effect of 20 feet and
all creatures
caught in the
effect radius must
experience the
targeted creature’s
life as it does.
Sins of the
Father (Sp): One
who dies at a zenzogin’s
hand may be
reborn with a soul
that has been
absolved of the
sins he committed
in his former
life. This has the
same effect as if
the spell resurrection
were cast on
the character by a
16th-level cleric,
with the exception
that the character
is reborn at half
his original age and
in a completely different body. For a character
to be restored by means of this ability,
there must be some small shred of corporeal
remains left behind. The zenzogin may use
this ability 3 times per day.
Skills: Zenzogin receive a –8 size penalty
to Hide checks. They receive a +2 synergy
bonus to Tumble checks. They get a second
+2 synergy bonus to Diplomacy checks, and
to Innuendo checks to intercept a message.
They receive a third +2 synergy bonus to
Balance and Jump checks, a +3 dodge bonus
to AC when fighting defensively or taking a
full-round action, and a +6 dodge bonus to
AC when on total defense. These skill bonuses
are included above.
Spell Resistance (Ex): To determine if
a spell or spell-like ability works against a
zenzogin, the spellcaster makes a level check
(1d20 + caster level). If the result equals or
exceeds 25, the spell works normally, though
the zenzogin still gets a saving throw if the
spell allows such.
Zenzogin
Zenzogin
Huge Outsider (Lawful)
Hit Dice: 16d8+112 (184 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 40 ft., fly 30 ft. (average)
AC: 28 (–2 size, +3 Dex, +17 natural)
Attacks: 1 Gargantuan +5 vorpal greatsword
+25/+21/+15/+11 melee, and 3 Gargantuan +5 vorpal
greatswords +25 melee
Damage: Gargantuan +5 vorpal greatswords 4d6+16 each
Face/Reach: 10 ft. x 10 ft./15 ft.
Special Attacks: Art of War, Shadow of the Past, Sins of the Father
Special Qualities: Damage Reduction 20/+3, Darkvision 60 ft.,
Regeneration 5, Spell Resistance 25
Saves: Fort +17, Ref +13, Will +14
Abilities: Str 29, Dex 17, Con 25, Int 18, Wis 18, Cha 20
Skills: Balance +16, Concentration +16, Diplomacy +18,
Heal +18, Hide +14, Innuendo +13 (+15 to intercept
a message), Intimidate +22, Jump +16, Knowledge
(war) +20, Listen +14, Move Silently +16, Ride +16,
Search +14, Sense Motive +18, Spot +14,
Tumble +16
Feats: Blind-fight, Cleave, Combat Reflexes, Deflect
Arrows, Dodge, Expertise, Far Shot, Flyby Attack,
Great Cleave, Improved Bull Rush, Improved
Critical, Improved Disarm, Improved Initiative,
Improved Trip, Improved Unarmed Strike,
Mobility, Mounted Archery, Mounted Combat,
Multidexterity, Multiweapon Fighting, Point Blank
Shot, Power Attack, Precise Shot, Quick Draw,
Rapid Shot, Ride-by Attack, Shot on the Run,
Spirited Charge, Spring Attack, Stunning Fist,
Sunder, Trample, Weapon Focus (greatsword),
Weapon Specialization (greatsword), Whirlwind
Attack
Climate/Terrain: Any land
Organization: Triumvirate (3)
Challenge Rating: 17
Treasure: None
Alignment: Lawful neutral
Advancement: 17–19 (Huge), 20–24 HD (Gargantuan)
The zenzogin are winged, four-armed
giants from the celestial realms.
Their skin color is either golden or silver,
and their hair, which they wear tied
back in long cascades that reach past
their waists, is either jet black or the
color of pure white snow. They
commonly wear a quilted kimono,
matching trousers that end at the knee,
and cloth two-toed sandals that they
lace up their shins. The feathers of their
wings are the same color as their hair,
and the tip of each is adorned with a
dangling metal ring or precious gem.
They all wear highly stylized
facemasks known as a mempoin the
eastern lands, giving them terrifying,
demonic visages. No one in recorded
history has ever seen a living zenzogin
without his mask.
Zenzogin are the avatars of justice
and war. They were once people who
were exceptionally moral, ethical, and
lawful in life, and have been rewarded
with service to the gods of battle. They
appear in threes, with a least one
female in their group, and usually at
the scenes of massive battles. For the
most part, they merely observe, but they
have been known to aid one side or the
other on occasion; their reason for doing so
is generally to bring equilibrium to an
unbalanced war. It isn’t uncommon in
especially important military
campaigns for one of the winged giants
to call out an army’s most powerful hero
or leader to engage him or her in one-onone
combat. When the triumvirate is
satisfied that the conflicting armies are
even, they generally take their leave.
In some instances, however, the zenzogin
have actually wiped out both sides of a
battle, showing neither mercy nor
remorse for their actions, while in other
instances they’ve ended wars by
preventing the armies from engaging
one another.
In combat, the zenzogin are, as
might be expected, fearsome and deadly,
capable of using any weapon, fighting
style, or battle magic known — and
some that are unknown, if truth be
told. Foes who have great future
potential or an unfulfilled destiny
and who are slain by a zenzogin are
typically reborn with a clean slate, to
be given a second chance at redeeming
themselves. In fact, it’s not unusual
for victims of the zenzogin to remember
parts of their former lives during their
new ones, allowing them the
opportunity to right the wrongs that
led to their demises. When a zenzogin
dies it is reborn with full awareness
from the moment of birth of who it was
and what it has the potential to
become again. If it holds true to the
way of morality and justice in this
new life, then it will eventually
become a zenzogin again at death.
Only in a few extremely rare instances
does the reborn zenzogin follow the
way of evil. At death, the corrupted
zenzogin goes to one of the numerous
hells, perhaps rewarded by the demons
that rule there.
Art of War (Ex): Zenzogin have the
sum of the world’s martial knowledge in
their minds. As such, they can use any combat
feat at will and have every weapon and
armor proficiency; standard feats are
already included in the above stats. In addition,
they may cast spells from the
Destruction, Law, Protection, Strength, and
War domains as a 16th-level cleric, three
times per day each. The DC to resist these
abilities is 14 + the spell level.
3/day — antimagic field, blade barrier, bull’s
strength, calm emotions, circle of doom,
clenched fist, contagion, dictum, disintegrate,
dispel chaos, divine power, earthquake,
endure elements, flame strike,
grasping hand, harm, hold monster,
inflict critical wounds, inflict light
wounds, magic circle against chaos,
magic vestment, magic vestment, magic
weapon, mind blank, order’s wrath,
power word: blind, power word: stun,
protection from chaos, protection from
elements, repulsion, righteous might,
sanctuary, shatter, shield of law, shield
other, spell immunity, spell immunity,
spell resistance, spiritual weapon, stoneskin
Damage Reduction (Su): The zenzogin
ignores 20 hit points from most weapons
and natural attacks. A +3 weapon or better
negates the ability.
O u t s i d e r :
Outsiders have
Darkvision with a
range of 60 feet. A
slain outsider cannot
be raised or resurrected,
although a
wish or miracle
spell can restore it
to life.
Regeneration
(Ex): Damage dealt
to the zenzogin is
treated as subdual
damage, and the
creature automatically
cures itself of 5
points of subdual damage
per round. It can
regrow or reattach severed
body parts. Fire
and acid deal damage
to the zenzogin normally, as do
attacks that don’t deal hit point damage.
Attacks that can cause instant death
only threaten the creature with death if it is
delivered by weapons that deal it normal
damage. Regeneration does not restore hit
points lost from starvation, thirst, or suffocation.
Shadow of the Past (Sp): The zenzogin
can use Shadow of the Past to put a creature
on trial for his alleged “crimes.” Once
per day, a zenzogin may target a creature
within its line of sight with this ability. If the
creature fails a Will save (DC 26), he must
relive in his own mind either his entire life or
key moments of it, over a time span of 3
rounds. The creature cannot take any action
during these rounds other than to observe
and speak when directly addressed by the
zenzogin. The magic compresses time, so the
affected creature may feel as if an hour, a
day, a week, or more has passed. To outside
observers, this effect is identical to the affected
creature being paralyzed; he is unable to
move, has effective Strength and Dexterity
scores of 0, but can take purely mental
actions. Additionally, when a creature comes
out of this state, he
must make a Fortitude save (DC
26) or take 1d2 points of temporary
Constitution damage from the
psychological shock of the experience.
If all three members of the triumvirate
use this power together, working
in concert, then it has an
area of effect of 20 feet and
all creatures
caught in the
effect radius must
experience the
targeted creature’s
life as it does.
Sins of the
Father (Sp): One
who dies at a zenzogin’s
hand may be
reborn with a soul
that has been
absolved of the
sins he committed
in his former
life. This has the
same effect as if
the spell resurrection
were cast on
the character by a
16th-level cleric,
with the exception
that the character
is reborn at half
his original age and
in a completely different body. For a character
to be restored by means of this ability,
there must be some small shred of corporeal
remains left behind. The zenzogin may use
this ability 3 times per day.
Skills: Zenzogin receive a –8 size penalty
to Hide checks. They receive a +2 synergy
bonus to Tumble checks. They get a second
+2 synergy bonus to Diplomacy checks, and
to Innuendo checks to intercept a message.
They receive a third +2 synergy bonus to
Balance and Jump checks, a +3 dodge bonus
to AC when fighting defensively or taking a
full-round action, and a +6 dodge bonus to
AC when on total defense. These skill bonuses
are included above.
Spell Resistance (Ex): To determine if
a spell or spell-like ability works against a
zenzogin, the spellcaster makes a level check
(1d20 + caster level). If the result equals or
exceeds 25, the spell works normally, though
the zenzogin still gets a saving throw if the
spell allows such.
Zenzogin