| Hit Dice: | 16d10+20 (108 hp) |
| Initiative: | +3 |
| Speed: | 60 ft. (12 squares) (can’t run) |
| Armor Class: | 28 (+3 Dex, +10 natural, +5 deflection), touch 18, flat-footed 25 |
| Base Attack/Grapple: | +12/+19 |
| Attack: | Slam +19 melee (2d6+7) |
| Full Attack: | 2 slams +19 melee (2d6+7) |
| Space/Reach: | 5 ft./5 ft. |
| Special Attacks: | Constrict |
| Special Qualities: | Burst of strength, construct traits, darkvision 60 ft. invulnerability, wish |
| Saves: | Fort +5, Ref +8, Will +8 |
| Abilities: | Str 25, Dex 16, Con —, Int —, Wis 16, Cha 10 |
| Skills: | — |
| Feats: | — |
| Environment: | Any land |
| Organization: | Solitary |
| Challenge Rating: | 16 |
| Treasure: | Magic items only |
| Alignment: | Usually chaotic neutral |
| Advancement: | 17–45 HD (Medium) ♊ |
| Level Adjustment: | — |
Incredibly powerful, enigmatic constructs of unknown origin, zodars resemble animated suits of polished black plate armor. Some are beautifully ornate, while others are plain and simply functional. They are made not of metal, but some sort of ceramic substance surrounding a solid mass of muscle capable of producing tremendous bursts of strength.
Zodars seldom, if ever, talk. A zodar never speaks more than one sentence during a typical human lifetime. Even then, the utterance may be no more than a sentence fragment, but whatever the zodar says is certain to be important. Every character within hearing understands the statement, regardless of what languages it knows (treat such characters as though affected by a tongues spell of instantaneous duration).
Occasionally, a zodar attaches itself to group of adventurers and accompanies them on their travels. It may participate in their adventures or it may simply tag along, silently observing.
Zodars never initiate an attack but fight in self-defense. Most often they rely on their bare hands, but some zodars (10%) favor magic weapons.
Constrict (Ex): When fighting barehanded, a zodar seldom punches. Instead it attempts to grapple normally (grapple bonus +19). If the grapple attempt succeeds, then the zodar constricts its foe, dealing 1d6+7 points of damage each round the hold is maintained.
Burst of Strength (Ex): Three times per day, a zodar can double its Strength to 50 for 1 round (Str bonus +20).
Invulnerability (Ex): A zodar is impervious to all attacks except those from bludgeoning weapons, and the enhancement bonus (if any) of such a weapon is disregarded when determining the result of the attack.
Wish (Su): Once per year, a zodar can alter reality as if it had just cast a wish spell as a sorcerer of the same level as its Hit Dice. None has ever been known to actually use this ability more than once in a century. Even when the effect of the wish is of great importance, it is likely to be subtle and largely unrecognized as the work of the zodar.
Source: Fiend Folio, page 199. Changes applied as per the D&D® v.3.5 Accessory Update.