Library / Bestiary

Zomok

CR 16.00 Plant N Gargantuan HD 17
At first glance, this creature resembles a dragon, but its body is entirely made of plants and soil, and it exhales clouds of dirt.

Zomoks are dragonlike creatures made out of animate plant matter. Native to the realm of the fey, they are guardians of mystic forests. Some travel to the Material Plane and adapt to its woodlands, defending them against massive destruction—forest fires, logging, undead armies, and so on—and use their abilities to heal and regrow damaged areas.

Rather than having a distinct physical body, a zomok is more like a spirit animating a collective mass of vegetation, and over time it sheds and acquires new material from its environment, changing its appearance to match its current location. Zomoks do not need to eat, and any creature they swallow is usually left behind as a mashed corpse to decay and provide nutrition for plants.

A typical zomok is about 18 feet tall and 30 feet long, and weighs 30 tons.

HP
246 (17d8+170)
AC
33, touch 6, flat-footed 33 (+27 natural, –4 size)
Init
+4
Speed
40 ft., fly 100 ft. (poor); forest step
Fort
+20
Ref
+7
Will
+13
BAB
+12
CMB
+28 (+30 sunder)
CMD
40 (42 vs. sunder, 44 vs. trip)
Melee
bite +20 (2d8+12), 2 claws +20 (2d6+12), tail slap +15 (2d8+6), 2 wings +15 (2d6+6)
Space
20 ft.
Reach
15 ft. (20 ft. with tail)
str
35
+12
dex
11
+0
con
30
+10
int
16
+3
wis
22
+6
cha
26
+8

Breath Weapon — A zomok's breath weapon is a cone of flying dirt, bark, stones, and moss, which takes root as soon as it touches the ground. Creatures may attempt a saving throw for half damage. Any creature that fails its save and is touching the ground is entangled for 1d6 rounds by this material. A creature can break free with a DC 28 Strength or Escape Artist check. The save DC is Constitution-based.

swallow whole (6d6 bludgeoning damage, AC 23, 24 hp)

trample (2d8+18, DC 30)

Universal Monster Rules

Breath Weapon Su from Universal Monster Rule
Some creatures can exhale a cone, line, or cloud of energy or other magical effects. A breath weapon attack usually deals damage and is often based on some type of energy. Breath weapons allow a Reflex save for half damage (DC 10 + 1/2 the breathing creature's racial HD + the breathing creature's Con modifier; the exact DC is given in the creature's descriptive text). A creature is immune to its own breath weapon unless otherwise noted. Some breath weapons allow a Fortitude save or a Will save instead of a Reflex save. Each breath weapon also includes notes on how often it can be used, even if this number is limited in times per day.
Swallow Whole (6d6 bludgeoning damage, AC 23, 24 hp) Ex from Universal Monster Rule
If a creature with this special attack begins its turn with an opponent grappled in its mouth (see Grab), it can attempt a new combat maneuver check (as though attempting to pin the opponent). If it succeeds, it swallows its prey, and the opponent takes bite damage. Unless otherwise noted, the opponent can be up to one size category smaller than the swallowing creature. Being swallowed causes the target to take damage each round. The amount and type of damage varies and is given in the swallowing creature's statistics. A swallowed creature keeps the grappled condition, while the creature that did the swallowing does not. A swallowed creature can try to cut its way free with any light slashing or piercing weapon (the amount of cutting damage required to get free is equal to 1/10 the creature's total hit points), or it can just try to escape the grapple. The Armor Class of the interior of a creature that swallows whole is normally 10 + 1/2 its natural armor bonus, with no modifiers for size or Dexterity. If a swallowed creature cuts its way out, the swallowing creature cannot use swallow whole again until the damage is healed. If the swallowed creature escapes the grapple, success puts it back in the attacker's mouth, where it may be bitten or swallowed again.
Trample (2d8+18, DC 30) Ex from Universal Monster Rule
As a full-round action, a creature with the trample ability can attempt to overrun any creature that is at least one size category smaller than itself. This works just like the overrun combat maneuver, but the trampling creature does not need to make a check—it merely has to move over opponents in its path. Targets of a trample take an amount of damage equal to the trampling creature's slam damage + 1-1/2 times its Strength modifier. Targets of a trample can make an attack of opportunity, but at a –4 penalty. If targets forgo an attack of opportunity, they can attempt to avoid the trampling creature and receive a Reflex save to take half damage. The save DC against a creature's trample attack is 10 + 1/2 the creature's HD + the creature's Strength modifier (the exact DC is given in the creature's descriptive text). A trampling creature can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.

Feats, Traits & Items

Awesome Blow from Feat

As a standard action, the creature may perform an awesome blow combat maneuver. If the creature's maneuver succeeds against a corporeal opponent smaller than itself, its opponent takes damage (typically slam damage plus Strength bonus) and is knocked flying 10 feet in a direction of the attacking creature's choice and falls prone. The attacking creature can only push the opponent in a straight line, and the opponent can't move closer to the attacking creature than the square it started in. If an obstacle prevents the completion of the opponent's move, the opponent and the obstacle each take 1d6 points of damage, and the opponent is knocked prone in the space adjacent to the obstacle.

Cleave from Feat

As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.

Improved Bull Rush from Feat

You do not provoke an attack of opportunity when performing a bull rush combat maneuver. In addition, you receive a +2 bonus on checks made to bull rush a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush you.

Calculated: +2 Maneuver Check Bonus

You get a +4 bonus on initiative checks.

Calculated: +4 Initiative
Improved Sunder from Feat

You do not provoke an attack of opportunity when performing a sunder combat maneuver. In addition, you receive a +2 bonus on checks made to sunder an item. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to sunder your gear.

Calculated: +2 Maneuver Check Bonus
Iron Will from Feat

You get a +2 bonus on all Will saving throws.

Calculated: +2 Will
Lightning Reflexes from Feat

You get a +2 bonus on all Reflex saving throws.

Calculated: +2 Ref
Power Attack from Feat

You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Snatch from Feat

The creature can start a grapple when it hits with a claw or bite attack, as though it had the grab ability. If it grapples a creature three or more sizes smaller, it squeezes each round for automatic bite or claw damage with a successful grapple check. A snatched opponent held in the creature's mouth is not allowed a Reflex save against the creature's breath weapon, if it has one.

The creature can drop a creature it has snatched as a free action or use a standard action to fling it aside. A flung creature travels 1d6 × 10 feet, and takes 1d6 points of damage per 10 feet traveled. If the creature flings a snatched opponent while flying, the opponent takes this amount or falling damage, whichever is greater.

Fly +10, Knowledge (nature) +20, Perception +26, Stealth +8, Survival +23

spell-like abilities:
Constant—Pass Without Trace (DC 19), At will—Command Plants (DC 21), At will—Plant Growth, At will—Quench, 3/day—Entangle (DC 19), 3/day—Liveoak, 3/day—Transmute Mud To Rock (DC 23), 3/day—Transmute Rock To Mud (DC 23), 3/day—Wall Of Thorns, 1/day—Shambler
Details
Type
Plant
Alignment
N
Size
Gargantuan
Environment
any forests (primal land of fey)
Organization
solitary
Treasure
standard
Senses
darkvision 120 ft., low-light vision, tremorsense 60 ft.; Perception +26
Languages
Common, Sylvan, Terran
Source
Bestiary 4
Source

Bestiary 4

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
17 House/Core 2 Recognized publisher
  • Uses feat: Awesome Blow (Feat) — cites Paizo Inc.
  • Uses feat: Cleave (Feat) — core content under OGL 1.0a
  • Uses feat: Improved Bull Rush (Feat) — core content under OGL 1.0a
  • Uses feat: Improved Initiative (Feat) — core content under OGL 1.0a
  • Uses feat: Improved Sunder (Feat) — core content under OGL 1.0a
  • Uses feat: Iron Will (Feat) — core content under OGL 1.0a
  • Uses feat: Lightning Reflexes (Feat) — core content under OGL 1.0a
  • Uses feat: Power Attack (Feat) — core content under OGL 1.0a
  • Uses feat: Snatch (Feat) — cites Paizo Inc.
  • Knows spell: Pass Without Trace (Spell) — core content under OGL 1.0a
  • Knows spell: Command Plants (Spell) — core content under OGL 1.0a
  • Knows spell: Plant Growth (Spell) — core content under OGL 1.0a
  • Knows spell: Quench (Spell) — core content under OGL 1.0a
  • Knows spell: Entangle (Spell) — core content under OGL 1.0a
  • Knows spell: Liveoak (Spell) — core content under OGL 1.0a
  • Knows spell: Transmute Mud To Rock (Spell) — core content under OGL 1.0a
  • Knows spell: Transmute Rock To Mud (Spell) — core content under OGL 1.0a
  • Knows spell: Wall Of Thorns (Spell) — core content under OGL 1.0a
  • Knows spell: Shambler (Spell) — core content under OGL 1.0a
View references and cross-links for Zomok

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