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ZetogekiCreature 7


NLargeAnimalEarth
Source Pathfinder Bestiary 3
Perception +15 (low-light vision)
Languages none
Skills Acrobatics +12, Athletics +18, Stealth +12
Str +5, Dex +1, Con +5, Int -4, Wis +2, Cha -1

AC 22; Fort +18; Reflex +14; Will +13;
HP 90
Speed 35 feet (climb 35 feet)
Resistances Fire 10

Jaws One Action +18 (+13, +8) to hit (reach 10) 2d8+11 Piercing
Tail One Action +18 (+13, +8) to hit (reach 15, sweep) 2d6+11 Bludgeoning

Low-Light Vision

The monster can see in dim light as though it were bright light, so it ignores the Concealed condition due to dim light.

Mangle One Action

Requirements The zetogeki has a creature Grabbed in its jaws


Effect The zetogeki mangles the grabbed creature and slams it about, dealing 3d8 bludgeoning damage (DC 26 basic fortitude save).

Tilt Scales One Action

The zetogeki shifts the scales that cover its body to better absorb kinetic energy from physical blows. The zetogeki gains resistance 10 to physical damage, but its Speeds are reduced to 10 feet. If the zetogeki gets hit for 20 or more physical damage in a single blow while its scales are tilted (before applying resistance), it stores the kinetic energy of the blow. The zetogeki can realign its scales to their regular position by taking this action again. When it does, it channels any stored kinetic energy into the next Strike it makes before the end of its turn. If the Strike hits, it deals an additional 2d8 damage. The energy is expended whether or not the Strike hits.

Grab One Action

Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.


Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.


Basalt comprises the earthen bodies of zetogekis, giant lizards with an innate ability to absorb and redirect kinetic energy. They dwell near active volcanos, particularly at hot springs and geysers, from which they drink copious quantities of steaming, mineral-rich water. Since they have no need for any other sustenance (and in fact can't digest anything else), zetogekis guard these watering holes. The worst fate that can befall the proprietor of a mountain hot spring is the arrival of a zetogeki, which can transform a lucrative business into a public hazard overnight. Mountain dwellers who make use of such hot springs pay monster hunters handsomely to eradicate or chase off zetogekis, but dealing with the stubborn beasts is no mean feat.

Even in wilder lands, zetogekis prove menacing to mountaineers. The lizards sometimes purposefully throw themselves down mountainsides to absorb the kinetic energy dealt to them during their tumble. They use this accumulated energy to take down predators-though zetogekis see nearly every other type of creature as a predator.

This marvelous ability to absorb and dole out physical energy come from a zetogeki's unique configuration of shale-like scales, which it can angle at will much like a porcupine extending its quills. Those who encounter a zetogeki hunkered down with its scales in the telltale raised pattern of zig-zagging black and gold would do well to give the lizard a wide berth. This danger has its upsides, however; some alchemists and wizards offer substantial bounties for intact zetogeki hides.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Earth

Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a magical connection to that element.