Zoanoid, Neo-zecktole

Neo-zecktole CR 19

XP 204,800
NE Medium aberration (zoanoid)
Init +11; Senses blindsense 30 ft., darkvision 60 ft., Perception +35


AC 31, touch 22, flat-footed 20 (+11 Dex, +1 dodge, +9 natural)
hp 337 (27d8+216)
Fort +23, Ref +20, Will +14; +5 vs. mind-influencing effects
DR 10/-; Immune electricity, fire; SR 30
Defensive Abilities evasion, force of will, improved pyro shield, zoanoid saves


Speed 50 ft., burrow 30 ft., fly 100 ft. (good)
Melee 2 armblades +31 (1d8+11/17-20 plus 2d6 sonic), 2 claws +31 (2d6+11), gore +31 (2d8+16)
Ranged 4 bio-blasters +31 touch (5d6 fire)
Special Attacks blaster barrage, breath weapon (60 ft. line, 25d6 fire, Ref DC 31 half, 1d4 rounds), crest blaster, electric burst, high frequency blades, liquid missiles, overwhelming heat, powerful blows (gore), suppress healing


Str 32, Dex 32, Con 26, Int 17, Wis 21, Cha 21
Base Atk +20; CMB +31 (+33 sunder); CMD 43 (45 vs. sunder)
Feats Blind-fight, Combat Reflexes, Critical Focus, Dodge, Flyby Attack, Improved Critical (armblade), Improved Sunder, Mobility, Point-Blank Shot, Power Attack, Precise Shot, Staggering Critical, Stunning Critical, Vital Strike
Skills Acrobatics +41 (+49 when jumping), Fly +45, Knowledge (dungeoneering) +33, Intimidate +35, Perception +35, Sense Motive +35, Stealth +41
Languages Common, Zern
SQ alter ego (Small or Medium humanoid, alter self)


Environment any land or underground
Organization solitary
Treasure incidental


Alter Ego (Su)

A neo-zecktole 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.

Armblade (Ex)

A neo-zecktole’s armblade is a primary natural attack that deals 1d8 points of slashing damage and threatens a critical hit on a roll of 19-20. Most neo-zecktoles take Improved Critical to increase this to 17-20.

Bio-Blasters (Su)

As a standard action, a neo-zecktole can fire four rays of fire. Treat these as ranged touch attacks with a range of 120 feet and no range increment. A creature struck by one of these rays takes 5d6 fire damage.

Blaster Barrage (Su)

As a full-round action once per day, a neo-zecktole may use its bio-blasters in the same round it uses its breath weapon, electric burst or liquid missiles. When it does so, it is staggered for 1 round.

Crest Blaster (Su)

When a neo-zecktole hits an opponent with its gore attack, it may make a bio-blaster attack against that opponent as an immediate action.

Electric Burst (Su)

As a standard action, a neo-zecktole can create a pulse of electricity, dealing 19d8 points of electricity damage to all creatures in a 20 foot radius centered on itself (Ref DC 31 half). A neo-zecktole can use this ability once every 1d4 rounds. The save DC is Constitution-based.

Force of Will (Su)

A neo-zecktole gains a resistance bonus equal to its Charisma modifier on all saving throws against mind-influencing effects.

High Frequency Blades (Su)

A neo-zecktole’s armblades vibrate at incredible speeds. It deals an extra 2d6 points of sonic damage with each attack, and it ignores the first 10 points of damage reduction or hardness when attacking a creature or object.

Improved Pyro Shield (Su)

Three times per day as a standard action, a neo-zecktole can grant itself the benefits of a fire shield spell (warm shield only, CL 19th) as a supernatural ability. It can use this ability as part of the action to change shape with its alter ego ability. When this fire shield is in effect, it gains a +5 deflection bonus to Armor Class.

Liquid Missiles (Su)

Three times per day, a neo-zecktole may fire missiles as per a meteor swarm spell as a standard action. Creatures in the area of the explosions may make a DC 28 Reflex save for half damage. This is a supernatural ability, but is treated as CL 19th for the purposes of range. The save DC is Charisma based.

Overwhelming Heat (Ex)

All fire damage dealt by a neo-zecktole in the same round is treated as coming from a single attack for the purposes of overcoming fire resistance.

Suppress Healing (Su)

A creature struck by a neo-zecktole’s natural weapons must succeed a DC 28 Fortitude save or lose all regeneration and fast healing for 1 minute. Any attempt to heal a creature affected by magic must succeed a DC 28 caster level check or the effect is lost. Multiple failed saves cause the duration to stack. This is a disease effect, and the save DC is Charisma based.

Zoanoid Saves (Ex)

A neo-zecktole treats Fortitude as its good save and Will as a poor save.


This yellow and brown humanoid creature has a beetle-like appearance. A tall forked horn grows from its brow, and membranous wings emerge from its back. Blue blades grow from its wrists above its clawed hands, and its body seems to quiver with power.

A neo-zecktole is a supercharged zoanoid weapon platform, built by the zoalords as a weapon of last resort. The fleshwarping process of creating a neo-zecktole must be performed on an existing powerful zoanoid, and involves granting a single body the powers of an entire army. The sheer energy contained in a neo-zecktole’s body causes them to be highly unstable—their life expectancy is normally measured in days or weeks. Because of the uniqueness of their construction, a neo-zecktole has the same resistance to mental influence as do many other “lost numbers”. It is likely, therefore, that a neo-zecktole has the potential to break free of zoalord control.

A neo-zecktole is deployed only against a zoalord’s most powerful adversaries, such as another zoalord, multiple guyvers, or a party of powerful adventurers. They are highly mobile and maneuverable, and prefer to engage most foes at range with a blistering array of fire and electricity attacks. A neo-zecktole will close to melee an enemy if they prove immune to fire, or if the enemy can regenerate. A neo-zecktole’s blood courses with magically engineered micro-organisms, a mutualistic disease that suppresses the healing abilities of all other creatures.

Section 15: Copyright Notice
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