Gzkmzk (3.5e Monster)
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This monster is balanced to fit in a high level of balance game. I have taken the liberty of not using the standard D&D rules for determining various statistics for this monster. As a result, it may seem a bit stronger (or weaker) than some SRD monsters of the same CR and that is fine. I think it will pose an appropriate challenge for characters of its CR.
|CE Medium Aberration|
|Init/Senses||+4/darkvision 60ft.; Listen +1, Spot +1|
|AC|| 17, touch 14, flat-footed 13|
(+3 natural, +4 dex)
|hp||135 (1 HD)|
|Immune||Entanglement due to webs (magical or mundane).|
|Speed||40ft. (8 squares), climb 40ft. (8 squares)|
|Melee||+6/+6 spears (1d8+2/x3) and +1 bite (1d3+1 plus poison)|
|Atk Options||Venom Spittle, Throw Web, Trip Line|
|Abilities||Str 14, Dex 18, Con 14, Int 8, Wis 12, Cha 8|
|Skills||Hide Skill +8, Move Silently Skill +8|
|Poison (Ex)||Fortitude DC 15, 1d4 strength primary and secondary damage.|
|Venom Spittle (Ex)||As a swift action once every 2d4 rounds, a gzkmzk can make a ranged touch attack with a +4 bonus against a target within 10 feet. If the target fails a Fortitude save DC 15, it is blinded for one minute. A creature that fails its save may make an additional saving throw at the end of its turn with a cumulative bonus of +1 on the save to end this effect.|
|Throw Web||As a swift action once every 2d4 rounds, a gzkmzk can create a burst of webbing that can entangle a creature. If it succeeds at a ranged touch attack with a +4 bonus (range increment 10ft.) against a creature, the creature must make a Reflex Save DC 15 or become entangled. A creature that fails its save may make an additional saving throw at the end of its turn with a cumulative bonus of +1 on the save to end this effect.|
|Trip Line||As a swift action once every 2d4 rounds, a gzkmzk can fire a powerful line of webbing to trip a creature. If it succeeds at a ranged touch attack with a +4 bonus (range increment 10ft.) against a creature, it makes an immediate trip attempt against a creature with a +5 bonus to the trip check. A gzkmzk cannot be tripped by a failed trip attempt made with Trip Line.|
A horrible creature springs out of the shadows. It has a spider's body and head and its pincers are jet black, dripping with a green liquid. Its body has bristles of hair and is crystal green with a circular black pattern. What is most bizarre about this creature is its arms and hands. It has eight muscular brown-green arms as if they were elongated orc limbs. At the ends of these arms are large hands that have opposable thumbs on both sides of the hand. The creature is wielding two spears using its front four arms.
A gzkmzk is a horrible abomination that results from foul orc magic gone awry. Some scholars call them the orcish equivalent to a Drider although there is no relation.
A gzkmzk will typically hide underneath a pile of junk with a trap laid that will create a web burst to entangle creatures. It will then charge in, using its ability to climb to get away to safety if required. It makes liberal use of its swift action abilities, rotating between them as needed.
Note to DMs
A gzkmzk is designed to be a solo encounter for a party of 1st level grimoire characters.