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Size: About 9 to 10 feet tall

Weight: no weight

COU 18 SGC 10 INT 13 CHA 12 DEX 9 AGI 15 CON 20 STR 18

LP 40 AE 20 KP - INI 17+1D6

DE 8 SPI 3 TOU 4 MOV 12

Bite: AT 12 DP 2D6+3 RE short

Paws: AT 16 DP 1D6+5 RE medium

Tail: AT 14 DP 1D6+4 RE long


Actions: 2 (any combination)

Special Abilities: Feint I (Paws, Bite, Tail), Forceful Blow II (Paws, Bite, Tail), Locked Jaws (Bite), Pounce (Paws), Shield-Splitter (Paws), Takedown (Paws, Tail)

Skills: Body Control 12 (15/15/20), Climbing 7 (18/15/18), Feat of Strength 10 (20/18/18), Intimidation 11 (18/13/12), Perception 13 (10/13/13), Self-Control—(automatic success), Swimming 2 (15/20/18), Stealth 3 (18/13/15), Willpower—(automatic success)

Spells: Horriphobus 6 (18/13/12)

Number: 1, or 1D3+2 (demon horde)

Size Category: medium

Type: Demon (lesser, Belhalhar), non-humanoid

Summoning Difficulty: –3

Loot: none

Combat Behavior: Zantim sometimes act efficiently, sometimes playfully. Killing is their reason for existence, and they try to slay opponents quickly via pouncing and biting. If they must deal with dangerous opponents, they first use their tails from a distance and attack with feints, or else try to knock down their opponents. Zantim love to attack the weakest enemy first, unless Blessed Ones present, as they are their preferred opponents. However, each zant is an individual and can behave uniquely; some choose utterly incomprehensible and perhaps even chaotic and useless tactics.

Escape: Zantim do not flee, unless commanded to do so by their summoner.

Sphere Lore (Beings from the Spheres)

  • QL 1: Zantim are demons that resemble upright-walking tigers. They seek only to kill and destroy.
  • QL 2: Zantim can be injured by blessed weapons, especially those from by a war goddess like Rondra.
  • QL 3+: Zantim are first and foremost killing machines, but they do have human-level intelligence. They rarely use it to hold conversations, but it does serve them well enough to achieve tactical advantages.


Special Rules

Frenzied: zantim can become frenzied when injured. When they lose 5 LP, they gain the following modifiers: –2 DE, +2 AT, +2 DP. This state remains in effect until the opponent is killed, but no longer than 30 minutes.

Acid: on a result of 1-3 on 1D6, anything injured by a zant’s attack suffers an additional splash of acid that causes 1D3 DP (ignoring PRO) and can also damage clothes, armor, and equipment (the GM has the final say). Susceptible to Blessed/Consecrated Objects/Weapons: Zantim are especially susceptible to blessed/consecrated objects/ weapons of Rondra. The same goes for other gods connected to warfare, combat, strength, and honor, such as Kor, Shinxir, and Brazoragh.

Demon Rules: Zantim use the general demon rules.

Even though zantim are bestial in appearance, they possess human-like intelligence. They have been known to talk to their opponents to mock them. Usually, however, they prefer killing and disemboweling instead of talking.

Aventurian Bestiary, page 35