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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 ofthe 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

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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 ofsecrets,the zetetics were once knights in the service ofthe 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 ofwhat he had seen and done than adventuring.After all his travels and accomplishments,however,he sought to create an order ofmen and women that would follow in his footsteps.These were the Knights ofthe 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 ofthem uphold the ideals oftheir 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,ifsuch a thing is possible.

Ofcourse,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 oftheir order they still cling to.In any event,even the most powerful ofundead fear the zetetics—the mighty Death-King,Vahr ofVerdune,fell to the blades ofa band of zetetics 100 years ago.

Zetetics flitter and float in the air,ignoring gravity.Their upper torsos resemble those ofblack-skinned humanoids, but they possess long,thin (but powerful) tails rather than legs.A zetetic has four arms;two ofthem end in huge claws, and the other two in slightly smaller claws capable ofholding 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 ofthe 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

free action without provoking an attack ofopportunity.Ifit wins the grapple check,it establishes a hold and can begin to constrict as well as make the grappled foe face a cumulative numbing effect (see below).The zetetic can use its tail to grapple and hold foes without being considered grappling itself(it does not lose its Dexterity bonus to Armor Class).

Constrict (Ex): When a zetetic establishes a hold with its tail,it wraps the tail around its foe.The zetetic inflicts 1d8+7 points ofdamage each round as it holds a foe,as well as automatically inflicting its numbing effect each round.

Numbing Effect (Su): Any living creature not immune to paralysis that is touched by the zetetic’s tail feels its muscles relax and lose strength and feeling.The result is a –2 penalty to attack and damage rolls,Strength and Dexterity checks,skill checks based on Strength or Dexterity,and Reflex saves.This numbness lasts for 6 rounds.Ifthe tail strikes a creature more than once,the numbing effect is cumulative.Thus,a character struck twice suffers a –4 penalty,and one struck three times suffers a –6 penalty.Characters grappled by the tail suffer the cumulative penalty each round they remain grabbed. Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for halfdamage,a zetetic takes no damage ifit makes a successful saving throw and only halfdamage ifthe saving throw fails. Identify Truename (Su): The zetetic can, as a free action once per round,stare intently at a single target within 25 feet to learn the creature’s truename (ifit has one).The target must make a Will saving throw (DC 23) to resist the effect.The zetetic can try again multiple times against resisting foes.The foe must be aware ofthe zetetic in order for this ability to work (a zetetic cannot attempt to identify the truename ofa sleeping foe or while in hiding).The saving throw is

Charisma based.A zetetic cannot use its identify truename and power ofthe name abilities in the same round. Power ofthe Name (Su): As with the feat of the same name,the zetetic can compel a creature (Will save,DC 23,to resist) to perform actions.(See page 157 for the feat.) Unlike with the feat,the zetetic can perform this task once per round as a free action and can use this ability against the same creature more than once.The saving throw is Charisma based.A zetetic cannot use its identify truename and power ofthe name abilities in the same round.

Zetetic Encounter (EL 16+)

The player characters must find an ancient scroll that holds a special secret.It lies out ofthe reach ofany akashic, in a chamber high in a tower that is magically shielded from the akashic memory—along with the decaying corpse ofthe sage who wrote the scroll.This individual’s memories never joined with all other memories.(The DM can tailor the secret to the needs ofthe campaign.)

Unbeknownst to the PCs,a zetetic also wants the secrets ofthe scroll,hoping it contains some knowledge ofhow it can restore itself.The tower is filled with traps and guardians.The zetetic watches the characters as they enter and attempts to sneak in behind them.Ifdiscovered,it fights—with lethal force,for the PCs are its rivals.Smart characters might be able to negotiate with the creature and convince it that they can work together to obtain the scroll.

Ifthe player characters are too powerful for the zetetic and do not offer to work together,it retreats ifit can.It goes immediately to a nearby magister and uses power ofthe name to compel her to help attack the PCs as they exit the tower.It also provides her with any ofthe characters’ truenames that it has learned,to aid her in spells against them.

PART TWO: CHARACTERS OF THE DIAMOND THRONE

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