Zoranth, Greater (3.5e Creature)

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Greater Zoranth[edit]

More powerful than the far more common zoranth variety, greater zoranths are older, wiser, bigger, and stronger than their younger counterparts. However this stage of zoranth development hosts the zoranth's most dangerous power: the ability to consume magic near them.

Greater Zoranth
Size/Type: Gargantuan Magical Beast (Zoranth)
Hit Dice: 30d10+450 (615 hp)
Initiative: +5
Speed: 50 ft. (10 squares), climb 40 ft., swim 40 ft., burrow 30 ft.
Armor Class: 45 (-4 size, +8 deflection, +1 Dex, +30 natural), touch 15, flat-footed 44
Base Attack/Grapple: +30/+58
Attack: Claw +42 (3d6+16)
Full Attack: 2 Claws +42 (3d6+16), Bite +42 (2d6+8), Tail +42 (1d10+8)
Space/Reach: 20 ft./20 ft.
Special Attacks: Breath Weapon, Constrict, Consume Magic (Su), Death Ray (Su), Improved Grab, Maul, Swallow Whole, Pounce, Rake
Special Qualities: Damage Reduction 15/magic and adamantine, Darkvision 120 ft., Cloak (Su), Energy Resistance 15 (acid, cold, electricity, fire, force, necrotic, sonic), Fast Healing 15, Frightful Presence, Low-Light Vision, Regeneration, Sense Magic (Su), Scent, Spell Resistance 40, Zoranth traits
Saves: Fort +32, Ref +18, Will +14
Abilities: Str 42, Dex 13, Con 40, Int 10, Wis 19, Cha 14
Skills: Balance +12, Intimidate +28, Listen +30, Search +26, Spot +30, Survival +30
Feats: Cleave, Diehard, Endurance, Great Cleave, Improved Bull Rush, Improved Initiative, Improved Multiattack, Improved Overrun, Improved Sunder, Multiattack, Power Attack, Track (racial)
Environment: Underground, Any
Organization: Solitary, Pair, Large Pack (2-3) plus (4-8) Zoranths plus 8-16 Lesser Zoranths, Horde (4-6) plus (8-16) Zoranths plus 16-32 Lesser Zoranths
Challenge Rating: 28
Treasure: Standard
Alignment: Always Chaotic Neutral
Advancement: 31-39 HD (Gargantuan)
Level Adjustment:

A greater zoranth is about 64 feet long (from the end of its head to the tip of its tail) and weighs about 70 tons.

Greater zoranths speak zoranthi which is physiologically impossible for most other races to speak.


Greater zoranths are even more sly and cunning than regular ones. In fact they are known for even setting up traps or ambushes that are even harder to detect, despite their already incredible fighting prowess. They seek to gain whatever advantage they can and to exploit them as effectively as possible. Hence why they will even try destroying weapons and armor of their prey during a brawl if they think it will make the battle easier. They don't fight fair to say the least, and are known for being very frustrating to take down.

Breath Weapon (Su): Once per 1d4 rounds as a standard action the greater zoranth can unleash a 30 ft. cone of force from its maw that deals 15d6 force damage and 9d4 sonic damage to all creatures in the affected area. The saving throw is constitution based. Additionally it may also cause affected creatures to be blown away, deafened, and/or stunned depending on the creature's size category. For more details about the damage and effects of the greater zoranth's breath weapon see Table: Greater Zoranth Breath Weapon Effects.

Table: Greater Zoranth Breath Weapon Effects
Target Size Category Damage to Resist Conditions to Resist Saving Throws Needed

Constrict (Ex): A greater zoranth deals 3d6+16 points of damage with a successful grapple check. It can make a rake or a maul attack against a grappled foe as well.

Sense Magic (Su): A greater zoranth can detect the presence, location, caster level, and school of magic within a 60 ft. radius of itself at all times. This goes for spells, magic items, and so on. It can also pinpoint a creature with magic effects applied to it or carrying magical items.

Consume Magic (Su): A greater zoranth can consume all the magic in an area around it (60 ft. radius burst centered on the greater zoranth) at-will as a Full Round Action. All magical effects and magic items are affected as though by a Mage's Disjunction spell. The caster level is 40 (CON based). Additionally, the greater zoranth then gains Hit Dice equal to the sum of the caster levels of all magic that it consumed, healing it in the process. Also, the greater zoranth then gains whatever magical abilities, enchantments, and/or properties that it chooses from the magic that it just consumed for as long as it lives. It can choose not to absorb magic that would harm it.

Death Ray (Su): 4 rays, standard action, ranged touch attack +27, fortitude partial (DC 40). Failure results in the creature being killed instantly. Success causes the creature to lose 15d6 hitpoints. This attack causes an extremely loud sound with a brilliant beam of light, which is why greater zoranths only use it when they don't think they will be outnumbered.

Cloak (Su): At-will as a move action, a greater zoranth can become Invisible and virtually inaudible (DC 50 Listen) when it moves. Additionally it can choose to mask its own scent if it concentrates and holds still. This ability deactivates once the zoranth attacks, but it enables it to get surprise attacks.

Improved Grab (Ex): To use this ability, a greater zoranth must hit a creature at least one size smaller than itself with its claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and deals bludgeoning damage from its constrict ability. The following round it can try to swallow the opponent.

Swallow Whole (Ex): A greater zoranth can try to swallow a grabbed Huge or smaller opponent by making a successful grapple check. A swallowed creature takes 4d10+44 points of bludgeoning damage and 64 points of acid damage per round from the greater zoranth's stomach. A swallowed creature must succeed on a fortitude save or be paralyzed for 4d4 turns. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 120 points of damage to the stomach (AC 60). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A greater zoranth's stomach can hold 1 Huge, 2 Large, 4 Medium, 16 Small, 64 Tiny, or 256 Diminutive or smaller opponents.

Maul (Ex): One bite, attack bonus +42 melee, damage 2d6+8

Pounce (Ex): Usually their starting attack when hidden.

Rake (Ex): Two claws, attack bonus +42 melee, damage 3d6+16.

Zoranth Magic Adaptation (Su): Whenever a greater zoranth is affected by a spell, spell-like ability, or supernatural ability and survives, it becomes immune to the effects of that spell, spell-like ability, or supernatural ability for a period of 4d4 days. Additionally the greater zoranth becomes able to use that same spell, spell-like ability, or supernatural ability for the same amount of time that it is immune to its effects. The greater zoranth may choose to use these newfound abilities at-will as a standard action. The caster level is equal to its Hit Dice.

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