Zodar
Medium Monstrous Humanoid
Hit Dice: 16d10+80 (168 hp)
Initiative: +1 (+1 Dex)
Speed: 60 ft.
AC: 29 (+1 Dex, +18 Natural)
Attacks: Slam +33/+28/+23/+18 or weapon +33/+28/+23/+18 and +33/+28
Damage: Slam 2d20+17 or by weapon +17
Face/Reach: 5 ft. by 5 ft. / 5 ft.
Special Attacks: Bear hug
Special Qualities: Environmental immunities, spell ability, SR 40, wish
Saves: Fort +15, Ref +6, Will +9
Abilities:Str 45, Dex 12, Con 20, Int 18, Wis 18, Cha 11
Skills: Intimidate +8, Jump +19, Spot +11
Feats: Ambidexterity, Great Cleave, Improved Grab, Improved Two-Weapon Fighting, Power Attack
Climate/Terrain: Any
Organization: Solitary
Challenge Rating: 18
Treasure: None (see below)
Alignment: Chaotic neutral
Advancement: 16-20 HD (Medium-sized), 21-28 HD (Large), 29-36 HD (Huge)

    Zodar are an incredible powerful race of bipeds. They are all identical, standing exactly six feet tall. Zodar resemble smooth deep-black suits of obsidian plate armor with two small slits which is the helmet. This is actually their exoskeleton, which is comprised of material that seems very similar to the crystal spheres.

    Combat: Zodar attack with their two arms. They rarely punch opponents but rather grasp them and crush their bodies. Occasionally a Zodar is seen found wielding one or two melee weapons. They suffer no penalty when attacking with two weapons.

    Bear Hug (Ex): When a Zodar hits with both arms it can opt to forgo its other attacks and put the opponent in a bear hug. It automatically deals 2d20 + 17 points of damage for each attack it had left. Most of the time this will reduce the opponent to mushy pulp in no time. The victim may escape by successfully passing a grapple check. Unlikely but it is theoretical possible.

    Environmental Immunity (Su): Only physical blows cause a Zodar any obvious harm. Fire, temperature, acid, sonic vibrations, poison, submersion in water, etc. all have no effect upon them.

    Improved Grab (Ex): To use this ability, the Zodar must hit with both arms. If it gets a hold it can attempt to use the bear hug on the opponent.

    Spell Ability (Su): Three times in a lifetime a Zodar can cause any one spell to occur as if cast by it.

    Wish (Su): Once in a lifetime a Zodar can cause a powerful Wish to occur. However the result of this power is almost always something that is not widely known and does not draw attention to this secretive race.

    Thrice Spoken:Zodar can cause speech to issue from the air about them thrice in a lifetime. Thus they select these times with great care. When a Zodar speaks, it uses its words as sparingly as possible. The language used is one that all it wishes to communicate with can understand (if this is impossible, different listeners hear the speech in different languages). No hint of pain, fear, joy or other emotion has been issued from a Zodar.

    Skills: A Zodar has a +20 racial bonus on Jump and Intimidation Checks.

In the Spheres
    Zodar can be found anywhere, and never will be found two zodar working together. Zodar care only for its goal, whatever it may be. When a zodar does act it is very distructive to the surrounding (example: A ship may be nearly destroyed when a Zodar acts, hefting the main mast and hurling it at the enemy like a great lance).
    The only thing a Zodar ever caries for any length of time are weapons. Even then only two at most are found upon a Zodar. These weapons are 50% likely to be magical. Lastly when enough damage is inflicted to kill a Zodar, all that is left of its plate armor is fragments.


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Zodar, © 1990 Wizards of the Coast, Inc.
d20™ System, Conversion of Zodar ©2002, Flits3
Original Source: Monstrous Compendium #7