Library / Bestiary

Zomok

CR 16.00 Plant N Gargantuan
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.

STR
35
DEX
11
CON
30
INT
16
WIS
22
CHA
26
HP
246 (17d8+170)
AC
33, touch 6, flat-footed 33 (+27 natural, –4 size)
Speed
40 ft., fly 100 ft. (poor); forest step
Init
+4
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)
BAB
+12
CMB
+28 (+30 sunder)
CMD
40 (42 vs. sunder, 44 vs. trip)
Fort
+20
Ref
+7
Will
+13

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)

Cleave from Feat

<p class="stat-block-1"> 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 &ndash;2 penalty to your Armor Class until your next turn.</p>

Improved Bull Rush from Feat

<p class="stat-block-1"> 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.</p>

<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>

Improved Sunder from Feat

<p class="stat-block-1"> 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. </p>

Iron Will from Feat

<p class="stat-block-1"> You get a +2 bonus on all Will saving throws.</p>

Lightning Reflexes from Feat

<p class="stat-block-1"> You get a +2 bonus on all Reflex saving throws.</p>

Power Attack from Feat

<p class="stat-block-1"> You can choose to take a &ndash;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 (&ndash;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 &ndash;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.</p>

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

spell-like abilities:
Constant—Pass Without Trace, At will—Command Plants, At will—Plant Growth, At will—Quench, 3/day—Entangle, 3/day—Liveoak, 3/day—Transmute Mud To Rock, 3/day—Transmute Rock To Mud, 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
Sources Used in This Record
17 House/Core
  • Uses feat: Cleave (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Improved Bull Rush (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Improved Initiative (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Improved Sunder (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Iron Will (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Lightning Reflexes (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Power Attack (Feat)
    House/Core — covered by the site's Section 15.
  • Knows spell: Pass Without Trace (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Command Plants (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Plant Growth (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Quench (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Entangle (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Liveoak (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Transmute Mud To Rock (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Transmute Rock To Mud (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Wall Of Thorns (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Shambler (Spell)
    House/Core — covered by the site's Section 15.
OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.