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Zodiark, Keeper of PreceptsStrongest of the scions created by the gods, they feared his growth, and so kept him a child. So indomitable is his strength that all things are by him twisted and pressed into oblivion. He alone fashions the laws governing all things, and administers punishment in place of the gods. So is he Keeper of Precepts, and his authority is absolute.

Zodiark, Keeper of Precepts (CR 25)

XP 1,638,400
TN Colossal Outsider (Boss, Extraplanar, Primal, Shadow)
Init +14; Senses Blindsense 120 ft.; Perception +49

DEFENSE

AC 38, touch 12; flat-footed 28 (+10 dex, +26 natural, -8 size)
hp 1174 [1560] (35d12+360); fast healing 35
mp 311
Fort +29, Ref +29, Will +29
Absorb Shadow; Defensive Abilities Barrier Shift; DR 20/-; Immune Bleed, Blind, Paralysis, Silence, Sleep, Slow, Stop, Death, Doom, Poison, Petrify;
Resist Wind 20, Earth 20, Ice 20, Fire 20, Lightning 20; SR 40
Weakness Holy

OFFENSE

Speed 60 ft.
Melee 2 Claws +43 (3d8+15)
Space 30 ft.; Reach 20 ft.
Special Abilities Battle Cry, Lvl. 2 Sleep, Lvl. 3 Confuse, Lvl 3 Disable, Lvl. 4 Break, Lvl. 5 Death
Special Attacks Banish Ray, Darkja, Lvl. 4 Flare
Burst Mode Greater Barrier
Spell Known (FC CL 35th; concentration +45)

1st (DC 21) – Dark
2nd (DC 22) – Dark II
3rd (DC 23) – Dark III, Darkra
4th (DC 24) – Dark IV
5th (DC 25) – Darkga, Gloom, Gravity
6th (DC 26) – Abyss
7th (DC 27) – Bravery, Gloom II, Graviga, Faith, Reflect
8th (DC 28) – Abyss II, Scathe
9th (DC 29) – Bravera, Faithra, Gravija, Ultima

STATISTICS

Str 40, Dex 30, Con 30, Int 20, Wis 30, Cha 24
Base Atk +35; CMB +58; CMD 78
Feats Bouncing Spell, Cleave, Combat Casting, Focused Spell, Improved Initiative, Persistent Spell, Piercing Spell, Precise Shot, Point-Blank Shot, Power Attack, Toughness, Quicken Spell, Weapon Focus (Claw)
Skills Bluff +46, Diplomacy +46, Intimidate +46, Knowledge (local, nature) +40, Knowledge (arcana, planes, religion) +44, Perception +49, Sense Motive +49
Languages Common, Umbran, Undercommon + 4 others
SQ Auto-Float

SPECIAL ABILITIES (phase i)

Auto-Float (Ex)

Zodiark hovers just above the ground. This gives him movement as though he was under the effect of a float spell; this effect cannot be dispelled.

Phase III begins at 520 health.

Banish Ray (Su)

Once every 1d2+1 rounds as a standard action, Zodiark shoots out a ray of pure magical energy. He must succeed at a ranged touch attack (+37), if he hits, the ray does 24d8 points of shadow damage.

During Phase II, he can choose to do this as a swift action or standard action.

During Phase III, can target two opponents within 30 feet apart.

Barrier Shift (Ex)

Once every round as an immediate action after being struck by his current weakness, Zodiark can change his effects below by rolling 1d8 and this returns whatever absorbs and weaknesses back to resist 20:

Table: Barrier Shift

DiceAbsorbWeaknessStrongColor Glow
1FireWaterIceRed
2IceFireWindTeal
3LightningEarthWaterYellow
4WindIceEarthGreen
5EarthWindLightningBrown
6WaterLightningFireBlue
7HolyShadow-White
8ShadowHoly-Black

During Phase II, Barrier Shift also adds 1d8 elemental damage with claw attacks.

During Phase III, Barrier Shift increases the elemental damage to his claws to 2d6.

Darkja (Su)

Once every 1d4+1 rounds as a standard action, through manipulating the aether, light seemingly vanishes from a single point, the darkness touching all within the area, dealing 1d6 points of shadow damage per caster level (maximum 20d6) to all within a 60-ft.-radius of the target within a 120 feet away. A successful Reflex save (DC 37) reduces the damage by half.

During Phase II, cooldown reduced to 1d3+1 rounds

During Phase III, cooldown reduced to 1d2+1 rounds and increase damage to 20d8.

Level 2 Sleep (Su)

Once every 1d4+1 rounds as a standard action, Zodiark whistles a tune of sleepy towards all his enemies within a 30 ft. radius of him. All creatures with a total HD that is a multiple of 2 must make a Will save (DC 37) or are inflicted with the sleep status effect for 2d4 rounds.

During Phase III, reduce cooldown to 1d3+1 rounds.

Level 3 Confuse (Su)

Once every 1d3+1 rounds as a standard action, Zodiark whistles a tune of confusion towards all his enemies within a 30 ft. radius of him. All creatures with a total HD that is a multiple of 3 must make a Will save (DC 37) or are inflicted with the confuse status effect for 3d3 rounds. Blue mages may learn this ability as a 6th-level spell (Knowledge: Planes DC 27).

During Phase III, reduce cooldown to 1d2+1 rounds.

Level 3 Disable (Su)

Once every 1d6+1 rounds as a standard action, Zodiark shoots out micro lasers disabling all his enemies within a 30 ft. radius of him. All creatures with a total HD that is a multiple of 3 must make a Will save (DC 37) or are inflicted with the disable status effect for 3d3 rounds.

During Phase III, reduce cooldown to 1d4+1 rounds.

Level 4 Break (Su)

Once every 1d3+1 rounds as a standard action, Zodiark can breath out a dry gray breath hitting all his enemies within a 30 ft. radius of him. All creatures with a total HD that is a multiple of 4 must make a Fortitude save (DC 37) or are inflicted with the petrified status effect for 4d2 rounds.

During Phase III, reduce cooldown to 1d2+1 rounds.

Level 4 Flare (Su)

Once every 1d4+1 rounds as a standard action, Zodiark releases bolts of fire streaks towards all his enemies within a 30 ft. radius of him, exploding into intense flames dealing 14d8 points of fire damage and inflicting the burning status effect for 1d4 rounds. All creatures with a total HD that is a multiple of 4 must make a Reflex save (DC 37) for half damage. Blue mages may learn this ability as a 7th-level spell (Knowledge: Planes DC 29).

During Phase III, reduce cooldown to 1d3+1 rounds.

Level 5 Death (Su)

Once every 1d3+1 rounds as a standard action, Zodiark can call forth a great wraith who scythes at all enemies within a 30 ft. radius of him. All creatures with a total HD that is a multiple of 5 must make a Fortitude save (DC 37) or die. Blue mages may learn this ability as a 6th-level spell (Knowledge: Planes DC 27).

During Phase III, reduce cooldown to 1d2+1 rounds.

SPECIAL ABILITIES (phase iI)

Battle Cry (Su) [Phase II+]

Once per phase, as a standard action, Zodiark gains the benefit of both Brave and Faith for 2d4+2 rounds, this effect cannot be dispelled.

During Phase III, he gains Brave II and Faith II which increase Increase one ally’s magical damage, healing, physical damage, melee and range by +1 per character levels (35).

Greater Barrier (Su) [Begins Phase II]

Once below 50% health [780], This Burst Mode protects Zodiark with a harden shell and barrier. For a number of rounds equal to 1 + 1 round for every four HD, Zodiark gains the Strong status against all elements and physical damage. This limit break requires only a swift action to activate.