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Zomok

Zomok Creature16

N Gargantuan Dragon Plant

Senses Perception +28; darkvision, tremorsense (imprecise) 60 feet

Languages Arboreal, Common, Sylvan, Terran; speak with plants

Skills Acrobatics +27, Athletics +33, Nature +29, Stealth +29, Survival +30

Str +9, Dex +5, Con +9, Int +3, Wis +6, Cha +6


AC 39; Fort +31, Ref +25, Will +28

HP 310; Immunities paralyzed, poison, sleep, stunned; Weaknesses fire 15


Speed 30 feet, fly 80 feet; pass without trace

Melee [one-action] jaws +33 (magical, reach 15 feet), Damage 3d12+17 piercing plus Improved Grab

Melee [one-action] claw +33 (agile, magical, reach 15 feet), Damage 3d8+17 slashing

Melee [one-action] tail +33 (magical, reach 20 feet), Damage 3d10+17 bludgeoning

Primal Innate Spells DC 34, attack +26; 8th charm (plant creatures only); 7th wall of thorns; 6th tangling creepers; Constant (4th) speak with plants; (1st) pass without trace

Rituals DC 34; blight, plant growth, primal call (doesn’t require secondary casters)

Entombing Breath [two-actions] (conjuration, earth, primal) The zomok blasts forth a 60-foot cone of earth and gravel, dealing 17d6 bludgeoning damage (DC 34 basic Reflex save); prone creatures take a -2 circumstance penalty to this saving throw. Creatures touching the ground that fail their saves take a 10-foot circumstance penalty to their Speeds and are restrained (Escape DC 34) on a critical failure. The zomok can’t use Entombing Breath again for 1d4 rounds. The bodies of creatures slain by Entombing Breath instantly decompose and are destroyed-they can be restored to life only by a 7th-level or higher spell or ritual that restores life. The creature’s equipment is unharmed but buried under 5 feet of earth.

Forest Step [one-action] (conjuration, healing, necromancy, primal, teleportation) Frequency three times per day; Effect The zomok teleports itself with the effects of a 5th-level dimension door spell, but the zomok must begin and end the teleportation effect in forest terrain. The zomok regains 10d10 Hit Points during this teleportation. Creatures swallowed by the zomok are left behind. The zomok can’t use Forest Step again for 1d6+1 rounds.

Swallow Whole [one-action] (attack) Huge, 3d12+9 bludgeoning, Rupture 35

Trample [three-actions] Huge or smaller, tail, DC 32

About

Mighty plant-dragons, zomoks prowl the woodlands, defending their homes from destructive forces while healing and restoring the woods following natural disasters and ravaging intruders. Zomoks vary in appearance with the seasons, growing verdant green in the spring and summer, changing to autumnal colors in the fall, and decaying to brown in winter. While zomoks can and often do swallow their foes, they have no real need to eat. Any creature they gulp down is typically left behind as a mangled corpse the next time the zomok travels via their Forest Step ability. Zomoks reach 35 to 40 feet in length and weigh 30 tons.

Zomoks’ Primal Call

Zomoks can use primal call without needing any secondary casters. The zomok typically calls an awakened tree, arboreal, or shambler, and often tasks the called creature with guarding a sacred location, accompanying an ally on a mission for the good of the forest, or a similar assignment.

Section 15: Copyright Notice

Pathfinder Bestiary 2 (Second Edition) © 2020, Paizo Inc.; Authors: Alexander Augunas, Dennis Baker, Jesse Benner, Joseph Blomquist, Logan Bonner, Paris Crenshaw, Adam Daigle, Jesse Decker, Darrin Drader, Brian Duckwitz, Robert N. Emerson, Scott Fernandez, Keith Garrett, Scott Gladstein, Matthew Goodall, T.H. Gulliver, BJ Hensley, Tim Hitchcock, Vanessa Hoskins, James Jacobs, Brian R. James, Jason Keeley, John Laffan, Lyz Liddell, Colm Lundberg, Ron Lundeen, Jason Nelson, Randy Price, Jessica Redekop, Patrick Renie, Alistair Rigg, Alex Riggs, David N. Ross, David Schwartz, Mark Seifter, Amber Stewart, Jeffrey Swank, Russ Taylor, and Jason Tondro.

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