Zentragt

This ferocious ursine brute has blade-like metallic teeth and appears to be covered in overlapping iron plates.

Zentragt CR 4

XP 1,200
CN Large outsider (chaotic, extraplanar)
Init +5; Senses darkvision 60 ft., low-light vision, scent; Perception +9

DEFENSE

AC 19, touch 10, flat-footed 18 (+1 Dex, +9 natural, –1 size)
hp 39 (6d10+6)
Fort +6, Ref +3, Will +5
DR 5/lawful; Immune fear; Resist cold 5, electricity 5, fire 5; SR 15

OFFENSE

Speed 30 ft.
Melee bite +8 (1d6+3), 2 claws +9 (1d6+3 plus grab)
Space 10 ft.; Reach 5 ft.
Special Attacks adamantine attacks
Spell-Like Abilities (CL 6th; concentration +6)

3/daybear’s endurance, cure light wounds, true strike
1/dayrage

STATISTICS

Str 17, Dex 12, Con 13, Int 8, Wis 11, Cha 10
Base Atk +6; CMB +10 (+14 grapple, +12 sunder); CMD 21 (23 vs. sunder, 25 vs. trip)
Feats Improved Initiative, Improved Sunder B, Power Attack, Weapon Focus (claws)
Skills Climb +12, Intimidate +9, Knowledge (planes) +5, Knowledge (religion) +5, Perception +9, Swim +16; Racial Modifiers +4 Swim
Languages Abyssal, Celestial; speak with animals (bears only)
SQ eat metal

SPECIAL ABILITIES

Adamantine Attacks (Ex)

A zentragt’s bite and claw attacks count as adamantine, chaotic, and magic for the purposes of overcoming damage reduction and bypassing hardness.

Eat Metal (Su)

A zentragt can eat metal to heal itself.

For every 5 pounds of iron or steel it consumes, it heals 5 hit points. Adamantine, cold iron, mithral, or metals with an enhancement bonus of +1 or higher heal it double this amount. It takes a zentragt 1 minute to eat 5 pounds of metal.

ECOLOGY

Environment any (Elysium)
Organization solitary, pair, or gang (3–5)
Treasure standard

Zentragts are armored, bear-like servitors.

Terse, burly, and independent, they are disciplined warriors, and use canny tactics whether alone, grouped with their own kind, or part of a legion of mixed creatures. They relish opportunities to charge into battle and eagerly serve in the vanguard of armies.

Zentragts quickly grow bored if there is nothing for them to fight, and challenge each other—or any creature present that looks like it can handle a rough fight—to maintain their high spirits. They work as needed to prepare for future battles, hauling materials to build defensive walls or siege engines for future conflicts or hunting creatures that consider themselves apex predators. They prefer using their magical abilities to enhance themselves and share their blessings with those they consider worthy allies. Some particularly brazen zentragts have even been known to use magic to enhance foes, bolstering their strength or healing their wounds to ensure a more worthy battle. Regardless of their foe, zentragts enjoy singing during combat (though they aren’t particularly good at it), and keep rhythm by using their metallic natural weapons as percussive instruments against enemy armor.

Zentragts revere metal, seeing all iron and steel as a portion of their divine master. To them, the act of eating metal is a form of communion in which they replenish their bodies. As such, they go out of their way to collect rare metals and treat such ritual meals with uncharacteristic respect.

On average, zentragts stand about 9 feet tall and weigh over 1,200 pounds.

Section 15: Copyright Notice

Pathfinder Campaign Setting: Inner Sea Gods © 2014, Paizo Publishing, LLC; Authors: Sean K Reynolds, with Amanda Hamon, James Jacobs, John Ling, Mark Moreland, David N. Ross, F. Wesley Schneider, Amber E. Scott, Tork Shaw, James L. Sutter, Jerome Virnich.

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