Zezeitzaal

Zezeitzaal CR 14

XP 38400

NE Large Outsider (Evil, Extraplanar)

Init +1; Senses Darksense, Darkvision 60ft; Perception +26

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DEFENSE

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AC 30, touch 10, flat-footed 29 (-1 size, +1 Dex, +20 natural)

hp 276 (19d10+171)

Fort +14, Ref +12, Will +17

DR 5/- Immunities Sleep, Stun, Aging, Paralysis

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OFFENSE

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Speed 60 ft.

Melee +3 greataxe +33/+28/+23/+18 (3d6+19/x3 plus Dark Seed plus bull rush) , gore +24 (1d8+11)

Space 10 ft.; Reach 10 ft.

Spell-Like Abilities (CL 19; concentration +25)

The save DC against a Zezeitzaal's spells is 16+ spell level. A Zezeitzaal's spells use Intelligence as the primary casting attribute.

At Will: Stone Shape

3/day: Heal

1/day: Wall of Stone

Special Attacks Dark Seed (On Hit,DC 27), Trample (1d6+16, DC 30)

Earthshaping Underground: After a Zezeitzaal successfully used a bull rush on a creature he can cast as an swift action Stone Shape.

Merge with the Stone: If he bullrushes a target against a wall it needs to do a reflex save DC30. If it fails it automatically merges into the stone and wears Stone Plate replacing his armor for 3 turns. The Zezeitzaal can always decide to sunder the armor with a free action and drag a person into his direction.

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STATISTICS

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Str 32, Dex 13, Con 26, Int 22, Wis 18, Cha 8

Base Atk +19; CMB +31; CMD 42

Feats Awesome Blow, Combat Reflexes, Greater Bull Rush, Improved Bull Rush, Improved Natural Armor, Iron Will, Power Attack, Step Up, Toughness, Weapon Focus (greataxe)

Skills: Acrobatics +20, Knowledge (dungeoneering) +25, Knowledge (history) +25, Knowledge (nature) +25, Knowledge (nobility) +25, Knowledge (planes) +28, Knowledge (religion) +28, Linguistics +25, Perception +26, Sense Motive +26, Spellcraft +25, Swim +30

Languages Aklo, Abysaal, Infernal, Celestial, Common, Ancient Osiriani, Undercommon, Aboleth, Azlanti, Serpentfolk, Auran, Terran, Giant, Draconic, Dark Folk, Aquan, Boggard

SQ Outsider Traits

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SPECIAL ABILITIES

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Dark Seed (Sp)

A Zezeitzaal can bestow on an attack a dark seed, causing 2d6 untyped damage to the target if they do not pass the fortitude save against the DC27.Zezeitzaal heals for the same amount of damage which he dealt and this ability continues to deal damage until it is removed with DC 32 Heal or Spellcraft check as a move action.


+3 greataxe

A Zezeitzaal wields a +3 greataxe, the bonuses are included in its stats above.


Trample (Ex)

Zezeitzaal can attempt to overrun any creature that is at least one size category Smaller than itself. This works just like the overrun combat maneuver, but the trampling creature does not need to make a check, it merely has to move over opponents in its path. Targets of a trample take 1d6+17 bludgeoning damage. Targets of a trample can make an attack of opportunity, but at a ?4 penalty. If targets forgo an attack of opportunity, they can attempt to avoid the trampling creature and receive a Reflex save to take half damage. The save DC against a Zezeitzaal?s trample attack is 30. A trampling creature can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.


Outsider Traits

An outsider is at least partially composed of the essence (but not necessarily the material) of some plane other than the Material Plane. Some creatures start out as some other type and become outsiders when they attain a higher (or lower) state of spiritual existence.

-Darkvision 60 feet.

-Unlike most living creatures, an outsider does not have a dual nature?its soul and body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don't work on an outsider. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore it to life. An outsider with the native subtype can be raised, reincarnated, or resurrected just as other living creatures can be.

-Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish). Native outsiders breathe, eat, and sleep.


Darksense (Ex)

A Zezeitzaal gains 'True Seeing' in dim light and darkness. Regardless of light conditions, they can detect living creatures and their health within 60 feet, as 'Blindsense' with 'Deathwatch' continuously active. Mind Blank and Nondetection prevent the Blindsense and Deathwatch effect, but not the true seeing.


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ECOLOGY

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