Zoanoid, Synevite

Synevite CR 10

XP 9,600
LE Medium aberration (aquatic, zoanoid)
Init +4; Senses darkvision 60 ft., Perception +17


AC 23, touch 15, flat-footed 18 (+4 Dex, +1 dodge, +8 natural)
hp 126 (12d8+72); fast healing 5
Fort +14, Ref +8, Will +8
DR 10/magic and slashing; Resist acid 10, cold 10
Defensive Abilities slippery mind, zoanoid saves


Speed 30 ft., swim 60 ft.
Melee 2 claws +15 (1d6+6), 6 tentacles +13 (1d4+2 plus grab)
Ranged 2 acidic ink +13 touch (3d6 acid plus blind)
Space 5 ft.; Reach 5 ft. (20 ft. with tentacles)
Special Attacks constrict (2d4+9)


Str 23, Dex 18, Con 22, Int 11, Wis 14, Cha 10
Base Atk +9; CMB +15 (+19 grapple); CMD 30
Feats Combat Reflexes, Dodge, Iron Will, Multiattack, Skill Focus (Stealth), Stand Still
Skills Escape Artist +29, Perception +17, Stealth +33, Swim +29; Racial Modifiers +10 Escape Artist, +8 Stealth
Languages Common, Zern
SQ amphibious, alter ego


Environment any land or aquatic
Organization solitary or squad (2-7 mixed zoanoids)
Treasure standard


Acidic Ink (Ex)

As a standard action, a synevite can fire two globs of acid as a ranged touch attack with a range of 40 feet and no range increment. It may fire them at the same target or different targets, but both targets must be within 40 feet of each other. A creature struck takes 3d6 points of acid damage and must succeed a DC 22 Reflex save or be blinded for 1d4 rounds. A creature struck by both globs saves once, but takes a -2 penalty to the saving throw. The save DC is Constitution based.

Alter Ego (Su)

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

Slippery Mind (Ex)

A synevite that fails a Will save may attempt to make a second Will save against the same DC one round later. If it succeeds, the effect is broken. If it fails, it cannot attempt the save again.

Zoanoid Saves (Ex)

A synevite treats Will as a poor saving throw, and Fortitude as its good saving throw.


This mottled grey humanoid has bulging eyes and a rasping mouth. Six long tentacles emerge from the sides of its head, and its hands end in retractable blade-like claws.

Synevites are amphibious assault units used by the zoalords. As part of the fleshwarping process, the essence of octopus is introduced to the humanoid, and humanoids destined to become synevites typically are skilled in lateral thinking and problem solving. A single synevite is more than the equal to an entire squad of gregoles, but can complement these and other cannon fodder as well. Synevites have exceptional reach, and are used to pin enemies down long enough for other units to destroy them. Like dymes, they are difficult to kill, and if injured will typically retreat from the battlefield long enough to heal up and return to combat.

Section 15: Copyright Notice
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