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ZomokCreature 16


NGargantuanDragonPlant
Source Pathfinder Bestiary 2
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; Reflex +25; Will +28;
HP 310
Speed 30 feet (fly 80 feet)
Immunities paralyzed, poison, sleep, stunned
Weaknesses Fire 15

Jaws One Action +33 (+28, +23) to hit (magical, reach 15) 3d12+17 Piercing
Claw One Action +33 (+29, +25) to hit (agile, magical, reach 15) 3d8+17 Slashing
Tail One Action +33 (+28, +23) to hit (magical, reach 20) 3d10+17 Bludgeoning

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Tremorsense

Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

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 damage, Rupture 35


The monster attempts to swallow a creature of the listed size or smaller that it has grabbed in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an Athletics check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.

A swallowed creature is Grabbed, is Slowed 1, and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim Escapes this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is Flat-Footed against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.

If the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage.

Trample Three Actions

Huge or smaller, tail, DC 32 basic reflex


The monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure).

Improved Grab Free Action

The monster can use Grab as a free action triggered by a hit with its initial attack. A monster with Improved Grab still needs to spend an action to extend the duration for creatures it already has Grabbed.


Primal Innate Spells (DC 34, +26 to hit)

1st Level: Pass Without Trace
4th Level: Speak with Plants (Constant)
6th Level: Tangling Creepers
7th Level: Wall of Thorns
8th Level: Charm (plant creatures only)

Rituals

4th Level: Blight, Plant Growth
6th Level: Primal Call (doesn't require secondary casters)


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.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Plant

Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.