DnDChick
Demon Queen of Templates
As always, critiques are welcome!
Zorbo
Small Magical Beast
Hit Dice: 4d10+4 (26 hp)
Initiative: +3 (Dex)
Speed: 40 ft., climb 20 ft.
AC: 14 (+1 size, +3 Dex)
Attacks: 2 claws +8 melee, bite +0 melee; or touch +8 melee
Damage: Claw 1d6, bite 1d3; or touch (absorb substance)
Face/Reach: 2 1/2 ft. by 2 1/2 ft./2 /2 ft.
Special Qualities: Absorb substance, SR 15, darkvision 60 ft.
Saves: Fort +5, Ref +7, Will +1
Abilities: Str 10, Dex 17, Con 12, Int 2, Wis 11, Cha 9
Skills: Hide +9, Move Silently +6, Spot +2
Feats: Weapon Finesse (claw, touch)
Climate/Terrain: Temperate and warm forest and underground
Organization: Solitary, pack (2-6), or community (10-60)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually neutral
Advancement: 5-8 HD (Small); 9-12 HD (Medium-size)
Within the forests and jungles of the world lives the strange little zorbo. A zorbo is a mammalian beast with the dimensions and general appearance of a grizzly bear cub. It has bristly brown fur from head to toe, and long claws on its paws. Zorbos have developed a taste for humanoid flesh, and eagerly hunt such prey along forest roads and in nearby villages.
Zorbos are usually found in warm and temperate forests but they have also been encountered deep underground, probably after having wandered into a forest cave and fallen into deeper tunnels. Zorbos that live in caves and dungeon complexes are quite happy to feed on goblins, kobolds, and other subterranean races.
Combat
A zorbo, despite its unusual abilities, is still a creature of only animal intelligence. It fights like a mundane animal, striking out with its claws and growling menacingly. A zorbo that is overmatched in combat seeks to flee at the soonest opportunity.
Absorb Substance (Su): A zorbo can absorb the hardness of any surface it touches. This is a full attack action, and the change actually takes place at the end of the round in which it touches the substance.
Once it has absorbed a substance, a zorbo gains a natural armor class bonus equal to the hardness of the substance. Since its skin actually takes on the strength and texture of the surface, the zorbo gains an additional +1 to damage for every 4 full points of hardness it has absorbed. Thus, a zorbo that has absorbed the hardness of stone gains a +8 natural bonus to its armor class and a +2 bonus to damage. Once it has absorbed a substance, touching a weaker material has no affect for the zorbo. If the zorbo touches a stronger material, then its bonuses increase to the appropriate level.
With a touch attack against gear such as armor or a shield, a zorbo absorbs the gear’s armor class converts it to natural armor class and a damage bonus as above. Normal armor and shields are automatically destroyed and turned to dust. Magical gear is allowed a Fortitude save (DC 13) to resist being absorbed. Magical gear that fails the Fortitude save crumbles to dust like normal gear.
The natural armor class bonus and increased damage last for 1d4 hours.
The Zorbo was in in the 1e Monster Manual 2.
Zorbo
Small Magical Beast
Hit Dice: 4d10+4 (26 hp)
Initiative: +3 (Dex)
Speed: 40 ft., climb 20 ft.
AC: 14 (+1 size, +3 Dex)
Attacks: 2 claws +8 melee, bite +0 melee; or touch +8 melee
Damage: Claw 1d6, bite 1d3; or touch (absorb substance)
Face/Reach: 2 1/2 ft. by 2 1/2 ft./2 /2 ft.
Special Qualities: Absorb substance, SR 15, darkvision 60 ft.
Saves: Fort +5, Ref +7, Will +1
Abilities: Str 10, Dex 17, Con 12, Int 2, Wis 11, Cha 9
Skills: Hide +9, Move Silently +6, Spot +2
Feats: Weapon Finesse (claw, touch)
Climate/Terrain: Temperate and warm forest and underground
Organization: Solitary, pack (2-6), or community (10-60)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually neutral
Advancement: 5-8 HD (Small); 9-12 HD (Medium-size)
Within the forests and jungles of the world lives the strange little zorbo. A zorbo is a mammalian beast with the dimensions and general appearance of a grizzly bear cub. It has bristly brown fur from head to toe, and long claws on its paws. Zorbos have developed a taste for humanoid flesh, and eagerly hunt such prey along forest roads and in nearby villages.
Zorbos are usually found in warm and temperate forests but they have also been encountered deep underground, probably after having wandered into a forest cave and fallen into deeper tunnels. Zorbos that live in caves and dungeon complexes are quite happy to feed on goblins, kobolds, and other subterranean races.
Combat
A zorbo, despite its unusual abilities, is still a creature of only animal intelligence. It fights like a mundane animal, striking out with its claws and growling menacingly. A zorbo that is overmatched in combat seeks to flee at the soonest opportunity.
Absorb Substance (Su): A zorbo can absorb the hardness of any surface it touches. This is a full attack action, and the change actually takes place at the end of the round in which it touches the substance.
Once it has absorbed a substance, a zorbo gains a natural armor class bonus equal to the hardness of the substance. Since its skin actually takes on the strength and texture of the surface, the zorbo gains an additional +1 to damage for every 4 full points of hardness it has absorbed. Thus, a zorbo that has absorbed the hardness of stone gains a +8 natural bonus to its armor class and a +2 bonus to damage. Once it has absorbed a substance, touching a weaker material has no affect for the zorbo. If the zorbo touches a stronger material, then its bonuses increase to the appropriate level.
With a touch attack against gear such as armor or a shield, a zorbo absorbs the gear’s armor class converts it to natural armor class and a damage bonus as above. Normal armor and shields are automatically destroyed and turned to dust. Magical gear is allowed a Fortitude save (DC 13) to resist being absorbed. Magical gear that fails the Fortitude save crumbles to dust like normal gear.
The natural armor class bonus and increased damage last for 1d4 hours.
The Zorbo was in in the 1e Monster Manual 2.
Last edited: