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Legacy of the Dragons
Zetetic Medium Aberration Hit Dice: 18d8+90 (171 hp), dying/dead –6/–20 Initiative: +9 Speed: Fly 50 feet (perfect) AC: 34 (+5 Dexterity, +12 natural, +7 armor), touch 12, flat-footed 22 Base Attack/Grapple: +13/+20 Attack: +2 scimitar +23 melee (1d6+11) Full Attack: 2 +2 scimitars +23 melee (1d6+11), 2 claws +20 melee (1d8+7), bite +18 melee (1d8+3), tail +18 melee (1d6+3 plus numbing effect) Space/Reach: 5 feet/5 feet (Face/Reach: 5 feet by 5 feet/5 feet) Special Attacks: Improved grab, constrict, numbing effect, power of the name Special Qualities: DR 10/magic (or 10/+2), SR 25, improved evasion, identify truename, darkvision 60 feet Saves: Fort +11, Ref +13, Will +15 Abilities: Str 25, Dex 21, Con 20, Int 17, Wis 19, Cha 18 Skills: Knowledge (geography)* +20, Knowledge (history)* +25, Knowledge (religion)* +20, Listen +20, Sense Motive +15, Sneak +23, Spot +20, Tumble +23 Feats: Ambidexterity, Defensive Move, Improved Initiative, Lightning Reflexes B, Multiattack**, Power Attack, Weapon Focus (scimitar), Weapon Specialization (scimitar) Environment: Any land Organization: Solitary or band (3–6) Challenge Rating: 16 Treasure: Standard Advancement: 19–36 HD (Large) Level Adjustment: +2 ** Denotes a feat from the MM.
Masters of secrets, the zetetics were once knights in the service of the legendary hero Denothol. They command not only terrible powers due to the new forms they inhabit, but they can discern any creature’s truename and use it against it. When the warrior scribe Denothol entered his twilight years, he spent more time writing of what he had seen and done than adventuring. After all his travels and accomplishments, however, he sought to create an order of men and women that would follow in his footsteps. These were the Knights of the Zetetic. Like Denothol, they trained their minds as well as their bodies. They focused on arts both cerebral and martial. Denothol’s plans, however, came to a terrible end 34 years after his death, when a mage named Garros cast a spell that drew all the Zetetic Knights into a magical vortex, where they were held for 1,001 years. Once freed, the zetetics that emerged were no longer recognizable as human, nor did most of them uphold the ideals of their founder any longer.
Changed in body and spirit, the zetetics now wander the realm, usually alone but sometimes in bands. They search for power and knowledge—specifically, for the knowledge and power to regain their former selves, undo what has been done to them, and even reverse time, if such a thing is possible. Of course, since they know so much and have their own supernatural link to knowledge (almost certainly related to the akashic memory), sometimes others seek out the zetetics to inquire about some ancient mystery. Zetetics are difficult to find and harder to parley with, but those who succeed often learn lore unavailable anywhere else. In their new form, zetetics are sexless and ageless. They sleep and eat only a little, although they still breathe. They make no permanent lairs, for they are wanderers, searching for knowledge which may not exist. More than anything else, zetetics hate undead. This may be because they see themselves, in a way, as being far too similar to undead. It may also be due to some ancient precept of their order they still cling to. In any event, even the most powerful of undead fear the zetetics—the mighty Death-King, Vahr of Verdune, fell to the blades of a band of zetetics 100 years ago. Zetetics flitter and float in the air, ignoring gravity. Their upper torsos resemble those of black-skinned humanoids, but they possess long, thin (but powerful) tails rather than legs. A zetetic has four arms; two of them end in huge claws, and the other two in slightly smaller claws capable of holding weapons. Their flesh is slick and hairless, their heads long and thin. A zetetic’s large mouth holds needlelike teeth. They frequently wear ornate golden jewelry and breastplates and use magical weaponry. The typical zetetic, as presented here, carries two +2 scimitars and wears a +2 breastplate. Zetetics speak Common, Faen, Litorian, and a number of dead languages.
Combat Due to their innate ambidexterity and incredible agility, a zetetic can make attacks with all four arms without penalty, whether it wields weapons or simply utilizes its natural razorlike claws. The creatures also make attacks with their bite and tail, the tail being particularly dangerous due to the numbing effect it has upon living creatures it touches. Perhaps a zetetic’s most dreaded aspect is its ability to instantly ascertain a creature’s truename. It uses its special knowledge to invoke the power of the name upon those who dare stand against it. * Skills (Ex): All zetetics gain a +10 racial bonus to the Knowledge (geography), Knowledge (history) and Knowledge (religion) skills. Improved Grab (Ex): To use this ability, a zetetic must hit with its tail attack. It can then attempt to start a grapple as a