TelteWaywalker
2011-07-11, 08:05 PM
Zasha
These horrifying sentient constructs were once made by an alien race to do battle with an enemy that they themselves could not fight. But as the war between the two races raged something happened on the battlefield, their war machines began to think for themselves and developed a hive mind of their own. But toward the end of the war when their makers thought they had won the war, their creations turned on them, revealing that they masters had no more control over their actions. In one night, the Zasha slaughtered their makers in one fell sweep.
Zasha Traits
Body Blades (Ex): Spikes and blades cover a zasha’s body. When another creature attacks it with handheld or natural weapons, the attacker takes slashing and piercing damage based on size in chart. Incorporeal creatures and creatures using weapons with exceptional reach, such as longspears, do not take this damage. In addition, a zasha deals piercing and slashing damage to a grabbed opponent with each successful grapple check.
Size Damage
Small 1d6
Medium 1d8
Large 1d10
Huge 1d12
Damage Reduction (Ex): All zasha have damage reduction, each one has DR=1/2 creature's HD/—.
Hive Mind (Ex): All zasha within 180 feet of each other are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No zasha in a group is considered flanked unless all of them are.
Immunity to Electricity (Ex): A zasha is immune to electricity.
Keen Scents (Ex): A zasha can notice creatures by scent in 180-foot radius.
Metal Body (Ex): Beneath its skin, a zasha is largely composed of metal. It counts as a ferrous creature for the purpose of rusting grasp and other spells that have special effects on metal.
Resistances (Ex): A zasha has resistance 10 to acid, cold and fire.
Skills: All zasha have a +4 racial bonus to Hide and Move Silently, they also have a +10 racial to Balance, Climb, Jump, Listen, Spot, and Tumble. All zasha can use Tumble as though trained even if they possess no ranks in the skill.
Zasha Scout
Small Construct
Hit Dice: 4d10+10 (32 hp)
Initiative: +11
Speed: 100 ft. (20 squares), fly 140 ft. (perfect)
AC: 29(+1 size, +11 Dex, +7 natural), touch 22, flat-footed 18
Base Attack/Grapple: +3/+3
Attack: Claw +15 melee (3d6+4)
Full Attack: 2 claws +15 melee (3d6+4)
Space/Reach: 5ft./5ft.
Special Attacks: Body Blades 1d6
Special Qualities: Darkvision 60 ft., construct traits, DR 2/-, hive mind, immunity (electricity), keen scent, low-light vision, metal body, resistance (acid 10, cold 10, fire 10)
Saves: Fort +1, Ref +12, Will +5
Abilities: Str 19, Dex 32, Con -, Int 4, Wis 19, Cha 6
Skills: Balance +21, Climb +14, Hide +22, Jump +22, Listen +17, Move Silently +19, Spot +16, Tumble +21
Feats: Alertness, Weapon Finesse
Environment: Any
Organization: Team (2-4), or crew (7-18)
Challenge Rating: 6
Treasure: None
Alignment: Always lawful evil
Advancement: -
Level Adjustment: -
Zasha Shooter
Medium Construct
Hit Dice: 6d10+20 (53 hp)
Initiative: +9
Speed: 80ft. (16 squares)
AC: 30 (+9 Dex, +11 natural)
Base Attack/Grapple: +4/+10
Attack: Claw +13 melee (3d6+6) or spike +13 ranged (2d6+6)
Full Attack: 2 claws +13 melee (3d6+6) and bite +8 melee (1d8+3); or 2 spikes ranged (2d6+6)
Space/Reach: 5ft./5ft.
Special Attacks: Body Blades 1d8, spikes
Special Qualities: Darkvision 60 ft., construct traits, DR 3/-, hive mind, immunity (electricity), keen scent, low-light vision, metal body, resistance (acid 10, cold 10, fire 10)
Saves: Fort +2, Ref +11, Will +5
Abilities: Str 23, Dex 28, Con -, Int 4, Wis 17, Cha 6
Skills: Balance +19, Climb +16, Hide +16, Jump +16, Listen +16, Move Silently +16, Spot +13, Tumble +19
Feats: Point Blank Shot, Percise Shot, Weapon Finesse
Environment: Any
Organization: Solitary, Team (2-4), or Troop (6-11)
Challenge Rating: 7
Treasure: None
Alignment: Always Lawful Evil
Advancement: -
Level Adjustment: -
Combat
Spikes (Ex): When a zasha shooter raises the frill of plates on its back, its pines also stand erect. With a snap, the creature can loose one spike as a standard action or a volley of two as a full-round action (make an attack roll for each spike). This attack has a range of 100 feet with no range increment. If loosing a volley of spikes against two targets, the targets must be within 30 feet of each other.
Zasha Slasher
Large Construct
Hit Dice: 8d10+30 (74 hp)
Initiative: +8
Speed: 80 (16 squares)
AC: 33 (-1 size, +8 Dex, +16 natural)
Base Attack/Grapple: +6/+20
Attack: Claw +16 melee (4d6+10/19-20 plus 2d4 acid)
Full Attack: 2 claws +16 melee (4d6+10/19-20 plus 2d4 acid) and bite +10 melee (2d6+5 plus 2d4 acid)
Space/Reach: 10ft./10ft.
Special Attacks: Body blades 1d10, rake 3d6+5/19-20 plus 2d4 acid
Special Qualities: Darkvision 60 ft., construct traits, DR 4/-, hive mind, immunity (electricity), keen scent, low-light vision, metal body, resistance (acid 10, cold 10, fire 10)
Saves: Fort +2, Ref +10, Will +5
Abilities: Str 31, Dex 26, Con-, Int 4, Wis 17, Cha 6
Skills: Balance +18, Climb +20, Hide +16, Jump +20, Listen +16, Move Silently +16, Spot +13, Tumble +18
Feats: Improved Critical (claws), Power Attack, Weapon Focus (claws)
Environment: Any
Organization: Solitary, Team (2-4) or platoon (1 plus 7-18 scouts and 6-11 shooters)
Challenge Rating: 9
Treasure: None
Alignment: Always Lawful Evil
Advancement: -
Level Adjustment: -
These horrifying sentient constructs were once made by an alien race to do battle with an enemy that they themselves could not fight. But as the war between the two races raged something happened on the battlefield, their war machines began to think for themselves and developed a hive mind of their own. But toward the end of the war when their makers thought they had won the war, their creations turned on them, revealing that they masters had no more control over their actions. In one night, the Zasha slaughtered their makers in one fell sweep.
Zasha Traits
Body Blades (Ex): Spikes and blades cover a zasha’s body. When another creature attacks it with handheld or natural weapons, the attacker takes slashing and piercing damage based on size in chart. Incorporeal creatures and creatures using weapons with exceptional reach, such as longspears, do not take this damage. In addition, a zasha deals piercing and slashing damage to a grabbed opponent with each successful grapple check.
Size Damage
Small 1d6
Medium 1d8
Large 1d10
Huge 1d12
Damage Reduction (Ex): All zasha have damage reduction, each one has DR=1/2 creature's HD/—.
Hive Mind (Ex): All zasha within 180 feet of each other are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No zasha in a group is considered flanked unless all of them are.
Immunity to Electricity (Ex): A zasha is immune to electricity.
Keen Scents (Ex): A zasha can notice creatures by scent in 180-foot radius.
Metal Body (Ex): Beneath its skin, a zasha is largely composed of metal. It counts as a ferrous creature for the purpose of rusting grasp and other spells that have special effects on metal.
Resistances (Ex): A zasha has resistance 10 to acid, cold and fire.
Skills: All zasha have a +4 racial bonus to Hide and Move Silently, they also have a +10 racial to Balance, Climb, Jump, Listen, Spot, and Tumble. All zasha can use Tumble as though trained even if they possess no ranks in the skill.
Zasha Scout
Small Construct
Hit Dice: 4d10+10 (32 hp)
Initiative: +11
Speed: 100 ft. (20 squares), fly 140 ft. (perfect)
AC: 29(+1 size, +11 Dex, +7 natural), touch 22, flat-footed 18
Base Attack/Grapple: +3/+3
Attack: Claw +15 melee (3d6+4)
Full Attack: 2 claws +15 melee (3d6+4)
Space/Reach: 5ft./5ft.
Special Attacks: Body Blades 1d6
Special Qualities: Darkvision 60 ft., construct traits, DR 2/-, hive mind, immunity (electricity), keen scent, low-light vision, metal body, resistance (acid 10, cold 10, fire 10)
Saves: Fort +1, Ref +12, Will +5
Abilities: Str 19, Dex 32, Con -, Int 4, Wis 19, Cha 6
Skills: Balance +21, Climb +14, Hide +22, Jump +22, Listen +17, Move Silently +19, Spot +16, Tumble +21
Feats: Alertness, Weapon Finesse
Environment: Any
Organization: Team (2-4), or crew (7-18)
Challenge Rating: 6
Treasure: None
Alignment: Always lawful evil
Advancement: -
Level Adjustment: -
Zasha Shooter
Medium Construct
Hit Dice: 6d10+20 (53 hp)
Initiative: +9
Speed: 80ft. (16 squares)
AC: 30 (+9 Dex, +11 natural)
Base Attack/Grapple: +4/+10
Attack: Claw +13 melee (3d6+6) or spike +13 ranged (2d6+6)
Full Attack: 2 claws +13 melee (3d6+6) and bite +8 melee (1d8+3); or 2 spikes ranged (2d6+6)
Space/Reach: 5ft./5ft.
Special Attacks: Body Blades 1d8, spikes
Special Qualities: Darkvision 60 ft., construct traits, DR 3/-, hive mind, immunity (electricity), keen scent, low-light vision, metal body, resistance (acid 10, cold 10, fire 10)
Saves: Fort +2, Ref +11, Will +5
Abilities: Str 23, Dex 28, Con -, Int 4, Wis 17, Cha 6
Skills: Balance +19, Climb +16, Hide +16, Jump +16, Listen +16, Move Silently +16, Spot +13, Tumble +19
Feats: Point Blank Shot, Percise Shot, Weapon Finesse
Environment: Any
Organization: Solitary, Team (2-4), or Troop (6-11)
Challenge Rating: 7
Treasure: None
Alignment: Always Lawful Evil
Advancement: -
Level Adjustment: -
Combat
Spikes (Ex): When a zasha shooter raises the frill of plates on its back, its pines also stand erect. With a snap, the creature can loose one spike as a standard action or a volley of two as a full-round action (make an attack roll for each spike). This attack has a range of 100 feet with no range increment. If loosing a volley of spikes against two targets, the targets must be within 30 feet of each other.
Zasha Slasher
Large Construct
Hit Dice: 8d10+30 (74 hp)
Initiative: +8
Speed: 80 (16 squares)
AC: 33 (-1 size, +8 Dex, +16 natural)
Base Attack/Grapple: +6/+20
Attack: Claw +16 melee (4d6+10/19-20 plus 2d4 acid)
Full Attack: 2 claws +16 melee (4d6+10/19-20 plus 2d4 acid) and bite +10 melee (2d6+5 plus 2d4 acid)
Space/Reach: 10ft./10ft.
Special Attacks: Body blades 1d10, rake 3d6+5/19-20 plus 2d4 acid
Special Qualities: Darkvision 60 ft., construct traits, DR 4/-, hive mind, immunity (electricity), keen scent, low-light vision, metal body, resistance (acid 10, cold 10, fire 10)
Saves: Fort +2, Ref +10, Will +5
Abilities: Str 31, Dex 26, Con-, Int 4, Wis 17, Cha 6
Skills: Balance +18, Climb +20, Hide +16, Jump +20, Listen +16, Move Silently +16, Spot +13, Tumble +18
Feats: Improved Critical (claws), Power Attack, Weapon Focus (claws)
Environment: Any
Organization: Solitary, Team (2-4) or platoon (1 plus 7-18 scouts and 6-11 shooters)
Challenge Rating: 9
Treasure: None
Alignment: Always Lawful Evil
Advancement: -
Level Adjustment: -