Dizantar
Large Humanoid
Hit Dice: 8d10+32 (72 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 40 ft.
AC: 23 (-1 Size, +1 Dex, +10 Armor, +3 Deflection)
Attacks: Huge Halberd +15/+10
Damage: Huge Halberd 2d6+7
Face/Reach: 5 ft. x 5 ft./0 ft.
Special Attacks: Tracer, Favored Enemy
Special Qualities: Custom Armor, Death's Tomb, Magical Halberd, Ranger, Spell-Like Abilities, SR 15
Saves: Fort +10, Ref +6, Will +7
Abilities: Str 23, Dex 14, Con 18, Int 16, Wis 20, Cha 15
Skills: Climb 17, Hide 13, Intuit Direction 16, Jump 17, Listen 16, Move Silently 13, Wilderness Lore 16
Feats: Improved Initiative, Lightning Reflexes, Track
Climate/Terrain: Any space
Organization: Solitary
Challange Rating: 7
Treasure: Insidental
Alignment: Always Lawful Evil
Advancement: 9-20 HD (Large)
Dizantar are 8 foot tall humanoid in heavy plate mail armor with spikes that spend most of their time hunting down and killing mercane. No one has seen what its body looks like, only hearing its soft eerie voice.
Combat: Dizantar dislike combat with any target save for the arcane, using its dimension door ability to avoid it. When a dizantar finds an arcane, however, the matters are very different. A favorite tactic of the dizantar is to attack with their tracer first, and then use their halberd to fend off melee attackers. If the melee gets too close then the dizantar will command it’s weapon to shrink, allowing him to fight with equal skill in closer confines.
Whenever possible the dizantar will try to use it’s stealth to put it’s self between the arcane and it’s bodyguards. Often times this is accomplished by dropping thru the ceiling or attacking through the floor of whereever the arcane may be.
There are rare instances in which a warrior can impress a dizantar. When this occurs they become much like the arcane in the mind of the dizantar, marked for destruction.
Dizantar Armor: This armor is heavy armor with an awesome protection that even exceeds that of full plate! Despite the weight of 75 pounds the Dizantar have a 40 feet movement rate. Sages theorize the Dizantar must have a movement rate of 50 feet when not in armor (An event that none have been witness to).
Dizantar armor adds +10 AC, gives 6 check armor penalty, has 40% arcane spell failure, has a maximum dexterity bonus of +1, 20 feet movement (for humans, for dizantar this movement rate is 40 feet), weighs 75 pounds. When running in Dizantar armor one can only move triple the speed, not quadruple. In addition, due to the massive number of spikes on the armor anytime a character makes a grapple check against the dizantar that character takes 1d6 points of piercing damage. In grappling combat the dizantar can make a grapple check to deal 1d6 points of piercing damage. Its cost would fetch an awesome price if it were not for the Death's Tomb special quality of the Dizantar.
When a dizantar wears this armor it acts as if it has a +3 enhancement bonus.
Death’s Tomb (Su): If a dizantar is killed, it’s weapon, armor, and flesh all turn to stone, loosing any magical or supernatural properties which they may have had previous.
Favored Enemy (Ex): The dizantar gains a +2 favored enemy bonus against mercane, and a +1 favored enemy bonus against rastipedes. See page 45 of the player’s handbook for more information about this class feature.
Magical Halberd: Every dizantar carries a +1 huge halberd. Normally this weapon has a reach of 20 ft, however as a free action each round the dizantar can activate the weapon’s special ability to shrink down to a normal reach of 10 ft.
Ranger (Ex): For all special abilities and effects, a dizantar is considered a ranger. A dizantar gain base attack bonus, saves, and special abilities as a ranger with levels equal to it’s hit dice. The dizantar gain d10’s for hit dice.
Spell-Like Abilities (Sp): At will - See Invisibility, True Seeing; 3/day - Dimension Door. These abilities are as the spells cast by an 8th level ranger (save DC 15 + spell level). These abilities can only be used in wildspace and are not effect by arcane spell failure.
Tracer (Su): A dizantar can use the halberd to cast a glowing, magical line. The motion is similar to that of a fly-casting fisherman. If a ranged touch attack is successful, the line is magically fixed to the victim. Only a wish spell can remove it. The line causes no damage, but the dizantar can follow the line to the victim anywhere within a crystal sphere. Passing through a sphere wall severs the line. If the dizantar uses it’s dimension door ability it can always teleport to an area near the target of it’s tracer, even if it does not know that location as long as the area is within range. If it is not within range, then the dimension door will take the dizantar as close as possible to the traced creature. A dizantar may only have one tracer cast at any given time.
Dizantar Characters: A dizantar favored class is Ranger and all dizantar ever encountered have been Rangers. All dizantar rangers ever encountered have chosen Arcane as their favored enemy. A dizantar cleric, if such a thing exists, would pick two domains from the following: Law, Evil, War or Destruction. A dizantar character has a level equivalent of its class levels +9. Dizantar who gains levels other then ranger use those base attack bonuses, save and special ability tables, as well as that class’s hit die type.
In the Spheres: Having three fingered gauntlets, leads many to believe that the Dizantar are not human. They can be found anywhere in space or on any planet, thier goal is always the same the death of the mercane. The mercane fear them greatly
Dizantar, SPELLJAMMER, DUNGEONS & DRAGONS, D&D, ADVANCED DUNGEONS & DRAGONS, AD&D, the D&D logo, the AD&D logo, the d20 System logo and d20 are trademarks owned by Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used with permission. All titles, and all proper nouns, including character names, locations, and named items are considered Product Identity per Section 1 of the Open Game License v1.0a and are exclusively owned by Wizards of the Coast, Inc.
©2002 Wizards of the Coast, Inc.
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Dizantar, © 1990 Wizards of the Coast, Inc.
d20 System, Conversion of Dizantar ©2002,
Charley
Original Source: Monstrous Compendium #7
Conversion Notes: The first thing that I changed was to treat them more like a character. Being hunters of the mercane, I decided that they would act much like rangers, even down to receiving an extra feat, Track, for free. All of the ranger class did not fit with my idea of the dizantar however, and so they do not gain divine spells as the normal ranger does, nor do they gain ambidexterity or two weapon fighting for free. I changed some of their abilities to be functions of their armor and changed their language to be more like the dizantar themselves: silent and puzzling. The largest liberty I took was ruining their arms and armor when they are slain. I felt that it only added to their mystery, and stops their unique armor and weapons from being used by other creatures. Also, to allow DM’s more flexibility in using the dizantar I included the rules on using them as characters. The dizantar were first presented in the Spelljammer Monstrous Compendium Appendix, and was written by Bruce Nesmith.