White Zetsu
Screenshot from Naruto. Or Naruto Shippuden. Whatever.
[Commissioned by @coldbloodassassin. I know next to nothing about Naruto, and have no desire to learn. So being commissioned to do two Naruto monsters was somewhat frustrating, especially since they seem to be among the most complicated creatures in the series. The wiki entries for the Zetsus were not terribly helpful as to telling me what they could do, as the wikis are written by fans, for fans, and assume I am already well versed in the Naruto-verse definitions of chakras, jutsus, etc. Even then, I could tell that the Zetsus do possess abilities that do not play nicely with the Pathfinder rules. Cloning themselves and fusing together are both things that this system does poorly if at all, as is exactly duplicating the abilities of creatures you’re disguised as. So I dropped the cloning, gave a shout to the ability mimicry by borrowing a page from Pathfinder’s doppelganger, and would stat the fused Zetsu as a third, separate stat block.]
White Zetsu
CR 9 LE Aberration
This being appears as a warped human form, with a
single eye and single arm, both on his left side. His right side appears as a
mass of curving tendrils and root-like growths. His skin is pale, his eye is
yellow and his short cropped hair green.
A white zetsu is a supernatural spy and assassin. They are doppelganger-like creatures, but infused with verdant life energy, which gives them the ability to control plant matter and fire deadly blasts of thorns and roots. Their personalities tend towards the playful, and they are given to taunting opponents and playing tricks on those they are sent to spy on. Although a white zetsu can infiltrate the ranks of an enemy directly, they can also plant spores on a creature to turn them into an unwitting source of intelligence. The white zetsu can then manipulate these spores, turning them into a straight-jacket before teleporting to that site to eliminate the spy once their usefulness has ended.
In combat, white zetsus are mobile, preferring to play the part of support than a front-line fighter. The phytokinetic blasts they fire are dangerous, as is the white zetsu’s ability to manipulate the terrain around it with magical plant-life. When in disguise, they often equip themselves with weapons and armor suitable for the creature they’ve replaced, and duplicate their tactics as closely as possible. The distrust and paranoia this sews are as dangerous as any direct damage the white zetsu can inflict. White zetsus rarely fight to the death, preferring to plant their spy spores on a few targets before fleeing to report back to their superiors.
Of note is the relationship between white and black zetsus. The two creatures appear to be halves of a whole entity, and they can fuse into a single creature, called a “perfect zetsu”. This perfect zetsu is far stronger physically than either is individually, and this mode is preferred if the zetsus are expected to engage in direct combat. This fusion is dominated in behavior and personality by the black zetsu, with the white becoming little more than an accessory identity. As such, white zetsus tend to avoid these associations if they are able.
White Zetsu CR
9
XP 6,400
LE Medium aberration
Init +5;
Senses darkvision 60 ft., Perception
+13, tremorsense 30 ft.
Defense
AC 23,
touch 16, flat-footed 17 (+5 Dex, +1 dodge, +7 natural)
hp 104
(11d8+55); regeneration 3 (cold iron or fire)
Fort +8,
Ref +8, Will +9; +4 vs. mind-influencing effects, paralysis, poison,
polymorph, sleep, stun
DR 10/cold
iron
Defensive Qualities vegetal
Offense
Speed 30
ft., burrow 30 ft. (earth glide)
Melee masterwork
short sword +14/9 (1d6+1/19-20)
Ranged phytokinetic
blast +13 (6d6+11 piercing)
Special Attacks spy spore
Spell-like Abilities CL 11th, concentration +16 (+20 casting
defensively)
At will—entangle (DC 16), warp wood (DC 17), wood shape
3/day—clairaudience/clairvoyance, command plants (DC 19), tree stride
1/day—greater teleport (self plus 50 lbs. objects only), wall of thorns
Statistics
Str 13,
Dex 21, Con 20, Int 15, Wis 14, Cha 20
Base Atk +8;
CMB +9; CMD 25
Feats Combat
Casting, Deceitful, Dodge, Mobility, Point-Blank Shot,
Precise Shot, Weapon Finesse (B)
Skills Acrobatics
+16, Bluff +16, Diplomacy +13,
Disguise +16, Knowledge (nature) +13, Perception +13, Stealth +16, Survival +13;
Racial Modifiers +20 Disguise when
using change shape
Languages Common,
Infernal, Sylvan
SQ change
shape (humanoid, alter self),
mimicry, perfect copy, superior woodland stride
Ecology
Environment any forests and underground
Organization solitary, squad (2-6) or army (7-24)
Treasure standard
(masterwork short sword, other treasure)
Special Abilities
Mimicry (Ex) A white zetsu is proficient with all armor, shields and weapons. In
addition, it can use any spell trigger or spell completion items as if those
spells were on its spell list. Its caster level is equal to its racial Hit
Dice.
Perfect Copy (Su) A white zetsu can assume the shape of specific
individuals when using its change shape ability.
Phytokinetic Blast (Su) As a standard action, a white zetsu can unleash a
blast of plant matter at a single target within 30 feet as a ranged attack. A
creature struck takes 1d6+1 per 2 HD of the white zetsu, plus the creature’s
Constitution modifier (6d6+6 plus 5 for the average white zetsu).
Spy Spore (Su) As a swift action when it hits a creature with a melee attack,
phytokinetic blast or touch attack, a white zetsu may transfer a spy spore onto
a target. The creature may resist this with a successful DC 20 Fortitude save.
As long as the creature is on the same plane as the white zetsu that bestowed
its spore, the white zetsu always knows the location of that creature, as per a
discern location spell, and can use
that creature as a center for its clairaudience/clairvoyance
spell-like ability, regardless of distance. As a standard action, a white zetsu
may command its spy spore to expand, acting as the entrap special attack
(hardness 5, 10 hp, vulnerable to fire, DC 20), regardless of distance—doing so
consumes the spy spore. A white zetsu may have a number of spy spores active
equal to 3+ its Charisma modifier (8 for an average individual). The save DC is
Charisma based.
Superior Woodland
Stride (Su) A white zetsu ignores
all movement penalties from mundane or magical plant growth.
Vegetal (Ex) Due to its plant-like nature, a white zetsu gains a +4 racial bonus on
all saves against mind-influencing effects, paralysis, poison, polymorph, sleep
and stunning effects.