Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Dwarven Vengance Monsters
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Voadam" data-source="post: 2849536" data-attributes="member: 2209"><p><strong>Zenzogin trio</strong></p><p></p><p>Zenzogin</p><p>Huge Outsider (Lawful)</p><p>Hit Dice: 16d8+112 (184 hp)</p><p>Initiative: +7 (+3 Dex, +4 Improved Initiative)</p><p>Speed: 40 ft., fly 30 ft. (average)</p><p>AC: 28 (–2 size, +3 Dex, +17 natural)</p><p>Attacks: 1 Gargantuan +5 vorpal greatsword</p><p>+25/+21/+15/+11 melee, and 3 Gargantuan +5 vorpal</p><p>greatswords +25 melee</p><p>Damage: Gargantuan +5 vorpal greatswords 4d6+16 each</p><p>Face/Reach: 10 ft. x 10 ft./15 ft.</p><p>Special Attacks: Art of War, Shadow of the Past, Sins of the Father</p><p>Special Qualities: Damage Reduction 20/+3, Darkvision 60 ft.,</p><p>Regeneration 5, Spell Resistance 25</p><p>Saves: Fort +17, Ref +13, Will +14</p><p>Abilities: Str 29, Dex 17, Con 25, Int 18, Wis 18, Cha 20</p><p>Skills: Balance +16, Concentration +16, Diplomacy +18,</p><p>Heal +18, Hide +14, Innuendo +13 (+15 to intercept</p><p>a message), Intimidate +22, Jump +16, Knowledge</p><p>(war) +20, Listen +14, Move Silently +16, Ride +16,</p><p>Search +14, Sense Motive +18, Spot +14,</p><p>Tumble +16</p><p>Feats: Blind-fight, Cleave, Combat Reflexes, Deflect</p><p>Arrows, Dodge, Expertise, Far Shot, Flyby Attack,</p><p>Great Cleave, Improved Bull Rush, Improved</p><p>Critical, Improved Disarm, Improved Initiative,</p><p>Improved Trip, Improved Unarmed Strike,</p><p>Mobility, Mounted Archery, Mounted Combat,</p><p>Multidexterity, Multiweapon Fighting, Point Blank</p><p>Shot, Power Attack, Precise Shot, Quick Draw,</p><p>Rapid Shot, Ride-by Attack, Shot on the Run,</p><p>Spirited Charge, Spring Attack, Stunning Fist,</p><p>Sunder, Trample, Weapon Focus (greatsword),</p><p>Weapon Specialization (greatsword), Whirlwind</p><p>Attack</p><p>Climate/Terrain: Any land</p><p>Organization: Triumvirate (3)</p><p>Challenge Rating: 17</p><p>Treasure: None</p><p>Alignment: Lawful neutral</p><p>Advancement: 17–19 (Huge), 20–24 HD (Gargantuan)</p><p></p><p>The zenzogin are winged, four-armed</p><p>giants from the celestial realms.</p><p>Their skin color is either golden or silver,</p><p>and their hair, which they wear tied</p><p>back in long cascades that reach past</p><p>their waists, is either jet black or the</p><p>color of pure white snow. They</p><p>commonly wear a quilted kimono,</p><p>matching trousers that end at the knee,</p><p>and cloth two-toed sandals that they</p><p>lace up their shins. The feathers of their</p><p>wings are the same color as their hair,</p><p>and the tip of each is adorned with a</p><p>dangling metal ring or precious gem.</p><p>They all wear highly stylized</p><p>facemasks known as a mempoin the</p><p>eastern lands, giving them terrifying,</p><p>demonic visages. No one in recorded</p><p>history has ever seen a living zenzogin</p><p>without his mask.</p><p>Zenzogin are the avatars of justice</p><p>and war. They were once people who</p><p>were exceptionally moral, ethical, and</p><p>lawful in life, and have been rewarded</p><p>with service to the gods of battle. They</p><p>appear in threes, with a least one</p><p>female in their group, and usually at</p><p>the scenes of massive battles. For the</p><p>most part, they merely observe, but they</p><p>have been known to aid one side or the</p><p>other on occasion; their reason for doing so</p><p>is generally to bring equilibrium to an</p><p>unbalanced war. It isn’t uncommon in</p><p>especially important military</p><p>campaigns for one of the winged giants</p><p>to call out an army’s most powerful hero</p><p>or leader to engage him or her in one-onone</p><p>combat. When the triumvirate is</p><p>satisfied that the conflicting armies are</p><p>even, they generally take their leave.</p><p>In some instances, however, the zenzogin</p><p>have actually wiped out both sides of a</p><p>battle, showing neither mercy nor</p><p>remorse for their actions, while in other</p><p>instances they’ve ended wars by</p><p>preventing the armies from engaging</p><p>one another.</p><p>In combat, the zenzogin are, as</p><p>might be expected, fearsome and deadly,</p><p>capable of using any weapon, fighting</p><p>style, or battle magic known — and</p><p>some that are unknown, if truth be</p><p>told. Foes who have great future</p><p>potential or an unfulfilled destiny</p><p>and who are slain by a zenzogin are</p><p>typically reborn with a clean slate, to</p><p>be given a second chance at redeeming</p><p>themselves. In fact, it’s not unusual</p><p>for victims of the zenzogin to remember</p><p>parts of their former lives during their</p><p>new ones, allowing them the</p><p>opportunity to right the wrongs that</p><p>led to their demises. When a zenzogin</p><p>dies it is reborn with full awareness</p><p>from the moment of birth of who it was</p><p>and what it has the potential to</p><p>become again. If it holds true to the</p><p>way of morality and justice in this</p><p>new life, then it will eventually</p><p>become a zenzogin again at death.</p><p>Only in a few extremely rare instances</p><p>does the reborn zenzogin follow the</p><p>way of evil. At death, the corrupted</p><p>zenzogin goes to one of the numerous</p><p>hells, perhaps rewarded by the demons</p><p>that rule there.</p><p></p><p>Art of War (Ex): Zenzogin have the</p><p>sum of the world’s martial knowledge in</p><p>their minds. As such, they can use any combat</p><p>feat at will and have every weapon and</p><p>armor proficiency; standard feats are</p><p>already included in the above stats. In addition,</p><p>they may cast spells from the</p><p>Destruction, Law, Protection, Strength, and</p><p>War domains as a 16th-level cleric, three</p><p>times per day each. The DC to resist these</p><p>abilities is 14 + the spell level.</p><p></p><p>3/day — antimagic field, blade barrier, bull’s</p><p>strength, calm emotions, circle of doom,</p><p>clenched fist, contagion, dictum, disintegrate,</p><p>dispel chaos, divine power, earthquake,</p><p>endure elements, flame strike,</p><p>grasping hand, harm, hold monster,</p><p>inflict critical wounds, inflict light</p><p>wounds, magic circle against chaos,</p><p>magic vestment, magic vestment, magic</p><p>weapon, mind blank, order’s wrath,</p><p>power word: blind, power word: stun,</p><p>protection from chaos, protection from</p><p>elements, repulsion, righteous might,</p><p>sanctuary, shatter, shield of law, shield</p><p>other, spell immunity, spell immunity,</p><p>spell resistance, spiritual weapon, stoneskin</p><p></p><p>Damage Reduction (Su): The zenzogin</p><p>ignores 20 hit points from most weapons</p><p>and natural attacks. A +3 weapon or better</p><p>negates the ability.</p><p></p><p>O u t s i d e r :</p><p>Outsiders have</p><p>Darkvision with a</p><p>range of 60 feet. A</p><p>slain outsider cannot</p><p>be raised or resurrected,</p><p>although a</p><p>wish or miracle</p><p>spell can restore it</p><p>to life.</p><p></p><p>Regeneration</p><p>(Ex): Damage dealt</p><p>to the zenzogin is</p><p>treated as subdual</p><p>damage, and the</p><p>creature automatically</p><p>cures itself of 5</p><p>points of subdual damage</p><p>per round. It can</p><p>regrow or reattach severed</p><p>body parts. Fire</p><p>and acid deal damage</p><p>to the zenzogin normally, as do</p><p>attacks that don’t deal hit point damage.</p><p>Attacks that can cause instant death</p><p>only threaten the creature with death if it is</p><p>delivered by weapons that deal it normal</p><p>damage. Regeneration does not restore hit</p><p>points lost from starvation, thirst, or suffocation.</p><p></p><p>Shadow of the Past (Sp): The zenzogin</p><p>can use Shadow of the Past to put a creature</p><p>on trial for his alleged “crimes.” Once</p><p>per day, a zenzogin may target a creature</p><p>within its line of sight with this ability. If the</p><p>creature fails a Will save (DC 26), he must</p><p>relive in his own mind either his entire life or</p><p>key moments of it, over a time span of 3</p><p>rounds. The creature cannot take any action</p><p>during these rounds other than to observe</p><p>and speak when directly addressed by the</p><p>zenzogin. The magic compresses time, so the</p><p>affected creature may feel as if an hour, a</p><p>day, a week, or more has passed. To outside</p><p>observers, this effect is identical to the affected</p><p>creature being paralyzed; he is unable to</p><p>move, has effective Strength and Dexterity</p><p>scores of 0, but can take purely mental</p><p>actions. Additionally, when a creature comes</p><p>out of this state, he</p><p>must make a Fortitude save (DC</p><p>26) or take 1d2 points of temporary</p><p>Constitution damage from the</p><p>psychological shock of the experience.</p><p>If all three members of the triumvirate</p><p>use this power together, working</p><p>in concert, then it has an</p><p>area of effect of 20 feet and</p><p>all creatures</p><p>caught in the</p><p>effect radius must</p><p>experience the</p><p>targeted creature’s</p><p>life as it does.</p><p></p><p>Sins of the</p><p>Father (Sp): One</p><p>who dies at a zenzogin’s</p><p>hand may be</p><p>reborn with a soul</p><p>that has been</p><p>absolved of the</p><p>sins he committed</p><p>in his former</p><p>life. This has the</p><p>same effect as if</p><p>the spell resurrection</p><p>were cast on</p><p>the character by a</p><p>16th-level cleric,</p><p>with the exception</p><p>that the character</p><p>is reborn at half</p><p>his original age and</p><p>in a completely different body. For a character</p><p>to be restored by means of this ability,</p><p>there must be some small shred of corporeal</p><p>remains left behind. The zenzogin may use</p><p>this ability 3 times per day.</p><p></p><p>Skills: Zenzogin receive a –8 size penalty</p><p>to Hide checks. They receive a +2 synergy</p><p>bonus to Tumble checks. They get a second</p><p>+2 synergy bonus to Diplomacy checks, and</p><p>to Innuendo checks to intercept a message.</p><p>They receive a third +2 synergy bonus to</p><p>Balance and Jump checks, a +3 dodge bonus</p><p>to AC when fighting defensively or taking a</p><p>full-round action, and a +6 dodge bonus to</p><p>AC when on total defense. These skill bonuses</p><p>are included above.</p><p></p><p>Spell Resistance (Ex): To determine if</p><p>a spell or spell-like ability works against a</p><p>zenzogin, the spellcaster makes a level check</p><p>(1d20 + caster level). If the result equals or</p><p>exceeds 25, the spell works normally, though</p><p>the zenzogin still gets a saving throw if the</p><p>spell allows such.</p><p>Zenzogin</p></blockquote><p></p>
[QUOTE="Voadam, post: 2849536, member: 2209"] [b]Zenzogin trio[/b] 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 [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Dwarven Vengance Monsters
Top