Zeeosh

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Zeeosh is a monster NPC from the METAMORPHOSIS trilogy published by EN Publishing.


Zeeosh (CR 21)

Advanced Azodaemon Barbarian 5

NE Large Outsider (Air, Evil, Extraplanar)

Init +5; Senses darkvision 60 ft; Listen +32, Spot +35

Language Abyssal, Auran, Infernal, telepathy 100 ft.


AC 29, touch 17, flat-footed 29; improved uncanny dodge, uncanny dodge (-1 size, +5 Dex, +12 natural, +3 ring)

hp 369 (27 HD); DR 10/good

Immune acid, falling damage, poison

Resist cold 10, fire 10, electricity 10; SR 24

Fort +25, Ref +19, Will +16


Speed 30 ft. (6 squares), fly 90 ft. (good); freedom of movement

Melee 2 wing slashes +37 (3d6+11) and bite +37 (2d6+5 plus poison) or

Melee 2 wing slashes +37 (3d6+11) and bite +37 (2d6+5 plus poison) and 2 claws +37 (1d6+5)

Space 10 ft.; Reach 10 ft.

Base Atk +27; Grp +42

Attack Actions Cleave, Flyby Attack, Great Cleave, Hover, Power Attack, Wingover, improved grab, poison, rage 2/day

Special Actions plummeting destruction, summon daemon

Spell-Like Abilities (CL 22nd)

At will – deeper darkness, invisibility, greater teleport (self plus 50 pounds of objects only), mirror image, wind wall

3/day – control winds (DC 18), gaseous form

1/day – chain lightning (DC 19), summon monster VII (huge air elemental only)


Abilities Str 32, Dex 20, Con 26, Int 13, Wis 14, Cha 17

SQ daemon traits, fast movement, immune to falling damage, trap sense +1

Feats Cleave, Flyby Attack, Great Cleave, Hover, Improved Multiattack, Improved Natural Attack (bite), Improved Natural Attack (wing slash), Multiattack, Power Attack, TrackB, Wingover

Skills Climb +41, Hide +26, Intimidate +33, Jump +16, Knowledge (the planes) +26, Listen +32, Move Silently +30, Search +34, Spot +35, Survival +32 (+34 following tracks, +34 on other planes)

Possessions ring of freedom of movement, ring of protection +3


Immune to Falling Damage (Su): Zeeosh’s connection to the Elemental Plane of Air grants him immunity to all falling damage.

Improved Grab (Ex): To use this ability, Zeeosh must hit with a claw attack. He can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Plummeting Destruction (Ex): Zeeosh is immune to falling damage, and will often use this fact to his advantage in combat. This mighty azodaemon can dive from the air and attempt to slam into an opponent, inflicting 1d6 points of bludgeoning damage to the opponent for every 10 feet “fallen” to a maximum of 20d6. An opponent targeted in this manner can attempt to avoid Zeeosh by making a DC 31 Reflex save, taking no damage on a successful save. Whether the target’s save is successful or not, Zeeosh is stunned for one round after using plummeting destruction.

Rage (Ex): Twice per day, Zeeosh can enter a state of fierce rage that last for 13 rounds. The following changes are in effect as long as he rages: AC 27 (touch 15, flat-footed 27); hp 423; Atk 2 wing slashes +39 (3d6+13) and bite +39 (2d6+6 plus poison) and 2 claws +39 (1d6+6); SV Fort +27, Will +18; Str 36, Con 30; Climb +43, Jump +18. At the end of his rage, Zeeosh is fatigued for the duration of the encounter.

Summon Daemon (Sp): Once per day, Zeeosh can attempt to summon another 1d4 azodaemons with a 60% chance of success. This is the equivalent of a 6th-level spell.

Poison (Ex): Injury, Fortitude DC 31, initial damage 1d10 Str, secondary damage 1d10 Str. Outsiders are not immune to Zeeosh’s poison. The save DC is Constitution-based.


Zeeosh is the barbaric commander of Yaghur Hod’s azodaemons. He ranks third in power and prominence among the Archodaemon’s generals.

Background

Although generally neutral evil, azodaemons have definite chaotic tendencies, a trait that is quite evident in their barbaric leader, Zeeosh. His savageness and unrelenting brutality is legendary even among other azodaemons, and he climbed to his current position by simply tearing his rivals to pieces and feasting on their remains.

Zeeosh rose to prominence, as many azodaemons do, by selling his services to the various archfiends on the Nine Hells and the Abyss. Together with a group of four other elite azodaemons, Zeeosh gained both profit and prestige by acting as the leader of an aerial scouting and skirmishing unit. The powerful azodaemon found much in common with the demon princes he often served, letting the more chaotic side of his personality grow stronger with each successful mission on the Abyss.

When he retuned to Hades, Zeeosh found that he was among the most powerful azodaemons in existence. Sharing power, however, did not satisfy the elite azodaemon, and he immediately set out to remove all rivals, eventually slaying them all in bloody and brutal fashion. As the strongest of his race, Zeeosh became the recipient of a portion of all wealth brought in by azodaemon mercenaries, and continued to grow in both power and prestige.

When Yaghur Hod returned, Zeeosh was the obvious choice to lead the Archodaemon’s aerial forces. With no choice other than to serve the immensely powerful daemon, Zeeosh accepted the position of one Yaghur Hod’s four generals, and has more or less accepted his subservient role. He has a tentative alliance with another of Yaghur Hod’s generals, the powerful terradaemon Nyxus, and generally supports his ally in a heated rivalry against the cacodaemon leader Turgon.

Strategies & Tactics

Zeeosh follows uses the same tactics as his lesser brethren, and always attempts to fight in the air. He rages at the beginning of nearly every encounter, and then tears into his opponent with a fusillade of claw, bite, and talon attacks. He generally devoted at least 5 points of his attack bonus to the Power Attack feat to further increase his damage output. He generally forgoes the use of his spell-like abilities unless he is faced with a truly daunting foe, and even then, he vastly prefers to rend his enemies with tooth and claw rather than bring them low with magic.

Against aerial opponents, Zeeosh uses Flyby Attack to confuse and harass clumsier flyers, or simply grapples with them, letting gravity do the majority of the dirty work.

Zeeosh uses his plummeting ability on landbound opponents, or, if they are small enough, snatches them up and carries them aloft, there to be dropped from hundreds of feet in the air.