Zoanoid, Enzyme

Enzyme CR 14

XP 38,400
LE Large aberration (zoanoid)
Init +6; Senses darkvision 60 ft., Perception +26


AC 29, touch 16, flat-footed 22 (+6 Dex, +1 dodge, +13 natural, -1 size)
hp 210 (20d8+12)
Fort +18, Ref +14, Will +8
Resist acid 20; SR 25
Defensive Abilities zoanoid saves


Speed 40 ft.
Melee 6 claws +20 (1d6+6/19-20 plus 1d6 acid plus grab), bite +20 (1d8+6 plus 1d6 acid)
Space 10 ft.; Reach 10 ft.
Special Attacks breath weapon (60 foot line, 14d6 acid, Ref DC 26 half, 1d4 rounds), corrosive barrage


Str 22, Dex 22, Con 23, Int 9, Wis 15, Cha 8
Base Atk +15; CMB +23 (+27 grapple); CMD 40
Feats Combat Reflexes, Critical Focus, Dodge, Improved Critical (claw), Lightning Reflexes, Mobility, Power Attack, Sickening Critical, Skill Focus (Perception), Stand Still
Skills Climb +24, Perception +26, Swim +24, Survival +20
Languages Common, Zern
SQ alter ego


Environment any land or underground
Organization solitary or squad (2-8)
Treasure incidental


Alter Ego (Su)

An enzyme can assume the form of a specific Small or Medium humanoid. This functions as the change shape special quality, except that the zoanoid cannot choose the form it assumes.

Corrosive Barrage (Ex)

All acid damage dealt by an enzyme’s natural weapons in a single round counts as originating from a single source for the purposes of overcoming energy resistance.

Zoanoid Saves (Ex)

An enzyme treats Fortitude as its good save and Will as a poor save.


This hulking creature has insect-like plates of armor studded in a muscled body covered in greenish-white fur. Its head is that of an immense beetle, and four thin appendages grow from its back, each ending in a pincer.

Enzymes are highly powerful and specialized zoanoid operatives, designed with the purpose of tracking and killing enemies capable of regeneration. In most cases, these are the guyvers, which are created for the sole purpose of warring with the zoanoids. The powerful acids of an enzyme, however, are more than capable of destroying a wide number of other foes, whether or not they are specifically tailored to it.

Enzymes are among the largest of the zoanoids in their monstrous form, and also among the least stable. An enzyme’s acids are so strong that the creature’s body wears out in a matter of months, and the mind and personality of the original humanoid are dulled by the transformation. They rely on simple tactics for the most part, focusing their many attacks on a single enemy in order to rip them apart. Although they have a potent breath weapon, they rarely use it in favor of their claws, unless foes keep their distance or they are ordered to by their zoalord masters.

An enzyme stands 10 feet tall and weighs 900 pounds. They are extremely nimble despite their bulk.

Section 15: Copyright Notice
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