I'm A Banana
Potassium-Rich
Meanwhile, let's continue onto the last of the Big Four, the Zenythri.
"Law-Touched" Template
For those zenythri who aren't nessecarily descended from human stock, you can give them the following template. Only change the following:
* Type changes to Outsider (Law). Their old type and subtypes are removed. This grants them Darkvision with a range of 60 ft.
* +2 Strength, +2 Dexterity, +2 Wisdom, -2 Charisma.
* Electric, Fire, Cold, and Sonic Resistance 5
* The spell-like ability of True Strike once per day, as a sorcerer of their hit dice.
* +2 racial bonus to Balance and Intuit Direction.
* Level Adjustment +2. This is in addition to the level adjustment of the base creature.
* Monk class favored.
Note that this doesn't reproduce the zenythri in the MM2 if applied to a human. Zenythri created with this template thus have a slight edge over those created otherwise, and so have a slightly higher level adjustment.
"High" Zenythri
A more potent version of the usual planetouched, these creatures may be closer to their axiomatic origins than your typical zenythri, or may be descended from more powerful versions of lawful creatures (such as formians or modrons). Their racial stats are as follows:
* Medium Sized. Base speed 30.
* Outsider (Law). Zenythri are outsiders with the law subtype. This grants them darkvision with a 60 ft. range.
* +2 Strength, +2 Dexterity, +2 Intelligence, +2 Wisdom. High zenythri are in snych with their own rhythms of thought and action.
* Electric, Cold, Fire, and Sonic Resistance 5. High zenythri are highly resilient to energy damage.
* The ability to cast Mirror Image once per day as a sorcerer of their hit dice, on themselves only. High zenythri find it easy to create team members they work well with.
* +2 racial bonus to Balance and Intuit Direction checks. High zenythri are naturally even and can read patterns in the stars easily.
* Level Adjustment +2
* Favored class: Monk. High zenythri enjoy the purity and order of the class.
"Low" Zenythri
Distantly removed from lawful ancestry, or simply descended from the less powerful creatures of the gears, low zenythri are weaker than their kin, but still potent. Their racial abilities are as follows:
* Medium Sized. Base speed 30.
* Outsider (Law). Zenythri are outsiders with the law subtype. This grants them darkvision with a 60 ft. range.
* +2 Wisdom, +2 Intelligence, -2 Dexterity. Low zenythri are intuitive and logical, but are slow to react to a situation before they can analyze it.
* The ability to cast Comprehend Languages once per day as a sorcerer of their hit dice. Low zenythri have a knack for deciphering the patterns in words.
* +2 racial bonus to Balance and Intuit Direction checks. Low zenytrhi are still able to find even ground, and cardinal directions
* Level Adjustment +0
* Favored Class: Monk. The focus of the class comes easily to them.
"Logician" Zenythri
Creatures of brilliantly efficient minds, logician zenythri can discern patterns and dictates in even the most random-seeming of events. Their minds are so efficient that they tend to be cocky in personality, condescending, and elitist. Their racial stats are as follows:
* Medium Sized. Base speed 30.
* Outsider (Law). Zenythri are outsiders with the lawsubtype. This grants them darkvision with a 60 ft. range.
* +4 Intelligence, -2 Charisma. Though their minds are keen, emotions and empathy are not a common part of their subroutines.
* Electric, Fire, and Sonic Resistance 5. Logician zenythri inherit some of the resistances of their parentage.
* The ability to cast Locate Object once per day as a sorcerer of their hit dice. Logician zenythi have an uncanny ability to find what most would consider lost.
* +2 racial bonus to Search and Intuit Direction checks. In addition to being able to scan an area, logician zenythri can also scan the skies.
* Level Adjustment +1
* Favored class: Wizard. The arcane stylings are intimately familiar to one of this mindset.
"Manipulator" Zenythri
Tainted with the planes of mind-control and domination, manipulator zenythri know how to keep slaves, and how to keep them complacent. They are often imposing and regal, natural leaders that many pledge their lives to simply out of respect. Their racial stats are as follows:
* Medium Sized. Base speed 30.
* Outsider (Law). Zenythri are outsiders with the lawsubtype. This grants them darkvision with a 60 ft. range.
* +4 Charisma, -2 Constitution. Though they are shockingly authoritative, they have grown used to dependance on slaves.
* Electric, Fire, and Sonic Resistance 5. Manipulator zenythri have inherited their forefathers' elemental resistances.
* The ability to cast Enthrall once per day as a sorcerer of their hit dice. Manipulator zenythri command attention, when they desire to.
* +2 racial bonus to Diplomacy and Bluff checks. One instinctively trusts a manipulator zenythri
* Level Adjustment +1
* Favored class: Rogue. Knowledge and wiles come easily to these creatures.
"Peacekeeper" Zenythri
Able to quell rebellions with the sound of their voice, peacekeeper zenythri have been tainted by energies structured to fight against chaos, randomness, and other agents of inefficiency. Many are disturbingly complacent and peaceful themselves, several taking vows of nonviolence in their lives. Their racial stats are as follows:
* Medium Sized. Base speed 30.
* Outsider (Law). Zenythri are outsiders with the lawsubtype. This grants them darkvision with a 60 ft. range.
* +2 Constitution, +2 Wisdom. Peacekeeper zenythri have both physical and mental staying power.
* Electric, Fire, and Sonic Resistance 5. They have inherited the resistances of their ancestors.
* The ability to cast Calm Emotions once per day as a sorcerer of their hit dice. Peacekeeper zenythri know that only calmness can breed useful efficiency.
* +4 racial bonus to Diplomacy checks. Peacekeeper zenythri love to put others at ease.
* Level Adjustment +1
* Favored class: Cleric. Preaching and healing and defending come naturally to peacekeeper zenythri.
"Enforcer" Zenythri
Where there are laws, there will be ignorant and stupid souls who violate them, often simply for the fun of it. Enforcer zenythri have within them the power of forced order, and forced enjoyment of said order. Their racial stats are as follows:
* Medium Sized. Base speed 30.
* Outsider (Law). Zenythri are outsiders with the lawsubtype. This grants them darkvision with a 60 ft. range.
* +2 Strength, +2 Constitution, +2 Charisma, -2 Intelligence. Enforcer zenythri are handy in a conflict, and persuasive, but are more used to being told where to look than figuring it out for themselves.
* Electric, Fire, and Sonic Resistance 5. They have inherited the resistances of their ancestors.
* The ability to cast Charm Person once per day as a sorcerer of their hit dice. Enforcer zenythri will often force people to enjoy obedience to them.
* +2 racial bonus on Diplomacy and Intimidate checks. When one fails, the other will work.
* Level Adjustment +1
* Favored class: Fighter. The trained soldier is the natural role for an enforcer zenythri.
"Insectile" Zenythri
Descended from the great formians, or perhaps a relative, insectile zenythri have a powerful will to construct, and often bear antennae or chitinous skin. Their racial stats are as follows:
* Medium Sized. Base speed 30.
* Outsider (Law). Zenythri are outsiders with the lawsubtype. This grants them darkvision with a 60 ft. range.
* +2 Strength, +2 Constitution, +2 Wisdom, -2 Charisma. Though disturbing, the insectile build of these zenythri give them power and perception beyond mortal limits.
* Electric, Fire, and Sonic Resistance 5. They have inherited the resistances of their ancestors.
* The ability to cast Make Whole once per day as a sorcerer of their hit dice. Insectile zenythri have an intuitive sense of construction.
* +2 racial bonus on Craft and Profession checks. Insectile zenythri love to work hard for their rewards.
* Level Adjustment +1
* Favored class: Expert. Insectile zenythri often become the greatest of sages, specialists, or artisans.
"Noble" Zenythri
Naturally at the highest order, noble zenythri have a sense of pride and arrogance about them that many respect, and agree with. Their racial stats are as follows:
* Medium Sized. Base speed 30.
* Outsider (Law). Zenythri are outsiders with the lawsubtype. This grants them darkvision with a 60 ft. range.
* +2 Strength, +2 Intelligence, +2 Charisma. Logical and strong with a certain something about them, noble zenythri are a cut above mortals.
* Electric, Fire, and Sonic Resistance 5. They have inherited the resistances of their ancestors.
* The ability to cast Bless once per day as a sorcerer of their hit dice. Noble zenythri have power simply eminating from their high natural rank in life.
* +2 racial bonus on Diplomacy and Bluff checks. For dealing with those who may not inherently respect them.
* Level Adjustment +1
* Favored class: Aristocrat. Nobility, obviously, comes easily to them.
"Crystaline" Zenythri
Made of the beautiful but ordered gems and jewels of the lawful planes, crystaline zenythri are probably tainted majorly by the more beautiful and exacting side of law and order. Their racial stats are as follows:
* Medium Sized. Base speed 30.
* Outsider (Law). Zenythri are outsiders with the lawsubtype. This grants them darkvision with a 60 ft. range.
* +2 Strength, +2 Constitution, +2 Charisma, -2 Dexterity. Though powerful, resliient, and beautiful, crystaline zenythri have difficulty moving their odly shaped limbs.
* Electric, Fire, and Acid Resistance 5. They are immune to the same things stones are.
* The ability to cast Glitterdust once per day as a sorcerer of their hit dice. They can simply shed a spray of shimmering powder from themselves.
* +2 racial bonus on Craft and Hide checks. They have a natural way with stone, and are slightly transparent.
* Level Adjustment +1
* Favored class: Druid. The natural world responds quite well to a crystaline zenythri.
"Lawyer" Zenythri
Laws are able to be known, manipulated, and twisted, and the Truth is the highest order of them all. Lawyer zenythri are those who question what Truth is, and aspire to find it themselves. Their racial stats are as follows:
* Medium Sized. Base speed 30.
* Outsider (Law). Zenythri are outsiders with the lawsubtype. This grants them darkvision with a 60 ft. range.
* +2 Intelligence, +2 Charisma. Lawyer zenythri have logic, and are quite compelling.
* Electric, Cold, and Sonic Resistance 5. Lawyer zenythri are immune to some of the more ordered energies.
* The ability to cast Zone of Truth once per day as a sorcerer of their hit dice. Lawyer zenythri are better than a truth serum, often.
* +2 racial bonus on Diplomacy and Bluff checks. Convincing others to reveal the Truth is a common trait amongst them.
* Level Adjustment +1
* Favored class: Rogue. The more diplomatic and conniving skills come easily to them.
"Law-Touched" Template
For those zenythri who aren't nessecarily descended from human stock, you can give them the following template. Only change the following:
* Type changes to Outsider (Law). Their old type and subtypes are removed. This grants them Darkvision with a range of 60 ft.
* +2 Strength, +2 Dexterity, +2 Wisdom, -2 Charisma.
* Electric, Fire, Cold, and Sonic Resistance 5
* The spell-like ability of True Strike once per day, as a sorcerer of their hit dice.
* +2 racial bonus to Balance and Intuit Direction.
* Level Adjustment +2. This is in addition to the level adjustment of the base creature.
* Monk class favored.
Note that this doesn't reproduce the zenythri in the MM2 if applied to a human. Zenythri created with this template thus have a slight edge over those created otherwise, and so have a slightly higher level adjustment.
"High" Zenythri
A more potent version of the usual planetouched, these creatures may be closer to their axiomatic origins than your typical zenythri, or may be descended from more powerful versions of lawful creatures (such as formians or modrons). Their racial stats are as follows:
* Medium Sized. Base speed 30.
* Outsider (Law). Zenythri are outsiders with the law subtype. This grants them darkvision with a 60 ft. range.
* +2 Strength, +2 Dexterity, +2 Intelligence, +2 Wisdom. High zenythri are in snych with their own rhythms of thought and action.
* Electric, Cold, Fire, and Sonic Resistance 5. High zenythri are highly resilient to energy damage.
* The ability to cast Mirror Image once per day as a sorcerer of their hit dice, on themselves only. High zenythri find it easy to create team members they work well with.
* +2 racial bonus to Balance and Intuit Direction checks. High zenythri are naturally even and can read patterns in the stars easily.
* Level Adjustment +2
* Favored class: Monk. High zenythri enjoy the purity and order of the class.
"Low" Zenythri
Distantly removed from lawful ancestry, or simply descended from the less powerful creatures of the gears, low zenythri are weaker than their kin, but still potent. Their racial abilities are as follows:
* Medium Sized. Base speed 30.
* Outsider (Law). Zenythri are outsiders with the law subtype. This grants them darkvision with a 60 ft. range.
* +2 Wisdom, +2 Intelligence, -2 Dexterity. Low zenythri are intuitive and logical, but are slow to react to a situation before they can analyze it.
* The ability to cast Comprehend Languages once per day as a sorcerer of their hit dice. Low zenythri have a knack for deciphering the patterns in words.
* +2 racial bonus to Balance and Intuit Direction checks. Low zenytrhi are still able to find even ground, and cardinal directions
* Level Adjustment +0
* Favored Class: Monk. The focus of the class comes easily to them.
"Logician" Zenythri
Creatures of brilliantly efficient minds, logician zenythri can discern patterns and dictates in even the most random-seeming of events. Their minds are so efficient that they tend to be cocky in personality, condescending, and elitist. Their racial stats are as follows:
* Medium Sized. Base speed 30.
* Outsider (Law). Zenythri are outsiders with the lawsubtype. This grants them darkvision with a 60 ft. range.
* +4 Intelligence, -2 Charisma. Though their minds are keen, emotions and empathy are not a common part of their subroutines.
* Electric, Fire, and Sonic Resistance 5. Logician zenythri inherit some of the resistances of their parentage.
* The ability to cast Locate Object once per day as a sorcerer of their hit dice. Logician zenythi have an uncanny ability to find what most would consider lost.
* +2 racial bonus to Search and Intuit Direction checks. In addition to being able to scan an area, logician zenythri can also scan the skies.
* Level Adjustment +1
* Favored class: Wizard. The arcane stylings are intimately familiar to one of this mindset.
"Manipulator" Zenythri
Tainted with the planes of mind-control and domination, manipulator zenythri know how to keep slaves, and how to keep them complacent. They are often imposing and regal, natural leaders that many pledge their lives to simply out of respect. Their racial stats are as follows:
* Medium Sized. Base speed 30.
* Outsider (Law). Zenythri are outsiders with the lawsubtype. This grants them darkvision with a 60 ft. range.
* +4 Charisma, -2 Constitution. Though they are shockingly authoritative, they have grown used to dependance on slaves.
* Electric, Fire, and Sonic Resistance 5. Manipulator zenythri have inherited their forefathers' elemental resistances.
* The ability to cast Enthrall once per day as a sorcerer of their hit dice. Manipulator zenythri command attention, when they desire to.
* +2 racial bonus to Diplomacy and Bluff checks. One instinctively trusts a manipulator zenythri
* Level Adjustment +1
* Favored class: Rogue. Knowledge and wiles come easily to these creatures.
"Peacekeeper" Zenythri
Able to quell rebellions with the sound of their voice, peacekeeper zenythri have been tainted by energies structured to fight against chaos, randomness, and other agents of inefficiency. Many are disturbingly complacent and peaceful themselves, several taking vows of nonviolence in their lives. Their racial stats are as follows:
* Medium Sized. Base speed 30.
* Outsider (Law). Zenythri are outsiders with the lawsubtype. This grants them darkvision with a 60 ft. range.
* +2 Constitution, +2 Wisdom. Peacekeeper zenythri have both physical and mental staying power.
* Electric, Fire, and Sonic Resistance 5. They have inherited the resistances of their ancestors.
* The ability to cast Calm Emotions once per day as a sorcerer of their hit dice. Peacekeeper zenythri know that only calmness can breed useful efficiency.
* +4 racial bonus to Diplomacy checks. Peacekeeper zenythri love to put others at ease.
* Level Adjustment +1
* Favored class: Cleric. Preaching and healing and defending come naturally to peacekeeper zenythri.
"Enforcer" Zenythri
Where there are laws, there will be ignorant and stupid souls who violate them, often simply for the fun of it. Enforcer zenythri have within them the power of forced order, and forced enjoyment of said order. Their racial stats are as follows:
* Medium Sized. Base speed 30.
* Outsider (Law). Zenythri are outsiders with the lawsubtype. This grants them darkvision with a 60 ft. range.
* +2 Strength, +2 Constitution, +2 Charisma, -2 Intelligence. Enforcer zenythri are handy in a conflict, and persuasive, but are more used to being told where to look than figuring it out for themselves.
* Electric, Fire, and Sonic Resistance 5. They have inherited the resistances of their ancestors.
* The ability to cast Charm Person once per day as a sorcerer of their hit dice. Enforcer zenythri will often force people to enjoy obedience to them.
* +2 racial bonus on Diplomacy and Intimidate checks. When one fails, the other will work.
* Level Adjustment +1
* Favored class: Fighter. The trained soldier is the natural role for an enforcer zenythri.
"Insectile" Zenythri
Descended from the great formians, or perhaps a relative, insectile zenythri have a powerful will to construct, and often bear antennae or chitinous skin. Their racial stats are as follows:
* Medium Sized. Base speed 30.
* Outsider (Law). Zenythri are outsiders with the lawsubtype. This grants them darkvision with a 60 ft. range.
* +2 Strength, +2 Constitution, +2 Wisdom, -2 Charisma. Though disturbing, the insectile build of these zenythri give them power and perception beyond mortal limits.
* Electric, Fire, and Sonic Resistance 5. They have inherited the resistances of their ancestors.
* The ability to cast Make Whole once per day as a sorcerer of their hit dice. Insectile zenythri have an intuitive sense of construction.
* +2 racial bonus on Craft and Profession checks. Insectile zenythri love to work hard for their rewards.
* Level Adjustment +1
* Favored class: Expert. Insectile zenythri often become the greatest of sages, specialists, or artisans.
"Noble" Zenythri
Naturally at the highest order, noble zenythri have a sense of pride and arrogance about them that many respect, and agree with. Their racial stats are as follows:
* Medium Sized. Base speed 30.
* Outsider (Law). Zenythri are outsiders with the lawsubtype. This grants them darkvision with a 60 ft. range.
* +2 Strength, +2 Intelligence, +2 Charisma. Logical and strong with a certain something about them, noble zenythri are a cut above mortals.
* Electric, Fire, and Sonic Resistance 5. They have inherited the resistances of their ancestors.
* The ability to cast Bless once per day as a sorcerer of their hit dice. Noble zenythri have power simply eminating from their high natural rank in life.
* +2 racial bonus on Diplomacy and Bluff checks. For dealing with those who may not inherently respect them.
* Level Adjustment +1
* Favored class: Aristocrat. Nobility, obviously, comes easily to them.
"Crystaline" Zenythri
Made of the beautiful but ordered gems and jewels of the lawful planes, crystaline zenythri are probably tainted majorly by the more beautiful and exacting side of law and order. Their racial stats are as follows:
* Medium Sized. Base speed 30.
* Outsider (Law). Zenythri are outsiders with the lawsubtype. This grants them darkvision with a 60 ft. range.
* +2 Strength, +2 Constitution, +2 Charisma, -2 Dexterity. Though powerful, resliient, and beautiful, crystaline zenythri have difficulty moving their odly shaped limbs.
* Electric, Fire, and Acid Resistance 5. They are immune to the same things stones are.
* The ability to cast Glitterdust once per day as a sorcerer of their hit dice. They can simply shed a spray of shimmering powder from themselves.
* +2 racial bonus on Craft and Hide checks. They have a natural way with stone, and are slightly transparent.
* Level Adjustment +1
* Favored class: Druid. The natural world responds quite well to a crystaline zenythri.
"Lawyer" Zenythri
Laws are able to be known, manipulated, and twisted, and the Truth is the highest order of them all. Lawyer zenythri are those who question what Truth is, and aspire to find it themselves. Their racial stats are as follows:
* Medium Sized. Base speed 30.
* Outsider (Law). Zenythri are outsiders with the lawsubtype. This grants them darkvision with a 60 ft. range.
* +2 Intelligence, +2 Charisma. Lawyer zenythri have logic, and are quite compelling.
* Electric, Cold, and Sonic Resistance 5. Lawyer zenythri are immune to some of the more ordered energies.
* The ability to cast Zone of Truth once per day as a sorcerer of their hit dice. Lawyer zenythri are better than a truth serum, often.
* +2 racial bonus on Diplomacy and Bluff checks. Convincing others to reveal the Truth is a common trait amongst them.
* Level Adjustment +1
* Favored class: Rogue. The more diplomatic and conniving skills come easily to them.