Zaramuun
Creature 16 — earth, elemental
Pre-Remaster content. May include legacy alignment.
AnvilCrasherLANDSUBTERRANEANearthelemental
Zaramuuns are beings of elemental sand that hide in deserts and wastelands. They disguise themselves as massive dunes before rising up to attack living creatures. The most infamous zaramuuns kill any living creatures they find, but others simply rob their victims of all metal and stone possessions before fleeing. Although zaramuuns insist they are only reclaiming what was taken from their ancestral earth, this is simple self-delusion; most zaramuuns use their stolen goods as payment and material
Source: pathfinder-bestiary (Pre-Remaster)
Perception +30; darkvision, tremorsense (imprecise) 60 feet
Languages chthonian, petran
Skills athletics +31 (+35 to Disarm stone or metal objects), religion +26, stealth +27 (+30 in sandy terrain)
Str
+9
Dex
+5
Con
+6
Int
+0
Wis
+5
Cha
-1
AC 39
Fort +34
Ref +30
Will +25
HP 291
Immunities paralyzed, poison, sleep
Speed 35 feet, burrow 35 feet (sand glide)
Offense
Melee Fist (unarmed) +33, Damage 4d12+13 bludgeoning
Ranged Rock Or Metal Debris +29, range increment 120 feet, Damage 4d8+13 bludgeoning
Abilities
Tremorsense (Imprecise) 60 feet — 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.
Attack of Opportunity —
Dune (concentrate) — Until the next time it acts, the zaramuun appears to be a sand dune. It has an automatic result of 47 (50 in sandy terrain) on Deception and Stealth checks and DCs to pass as a sand dune. Any creature that walks onto the zaramuun moves into its body and is Engulfed.
Engulf — DC 35 Reflex, 4d12 bludgeoning damage and Planar Tether, Escape, Rupture 28
The monster Strides up to double its Speed and can move through the spaces of any creatures in its path. Any creature of the monster's size or smaller whose space the monster moves through can attempt a Reflex save with the listed DC to avoid being engulfed. A creature unable to act automatically critically fails this save. If a creature succeeds at its save, it can choose to be either pushed aside (out of the monster's path) or pushed in front of the monster to the end of the monster's movement. The monster can attempt to Engulf the same creature only once in a single use of Engulf. The monster can contain as many creatures as can fit in its space.
A creature that fails its save is pulled into the monster's body. It is Grabbed, is Slowed 1, and has to hold its breath or start suffocating. The creature takes the listed amount of damage when first engulfed and at the end of each of its turns while it's engulfed. An engulfed creature can get free by Escaping against the listed escape DC. An engulfed creature can attack the monster engulfing it, but only with unarmed attacks or with weapons of light Bulk or less. The engulfing creature is Off-Guard 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 engulfed creature cuts itself free.
Effect: Engulf and Swallow Whole
A creature that gets free by either method can immediately breathe and exits the swallowing monster's space.
If the monster dies, all creatures it has engulfed are automatically released as the monster's form loses cohesion.
The monster Strides up to double its Speed and can move through the spaces of any creatures in its path. Any creature of the monster's size or smaller whose space the monster moves through can attempt a Reflex save with the listed DC to avoid being engulfed. A creature unable to act automatically critically fails this save. If a creature succeeds at its save, it can choose to be either pushed aside (out of the monster's path) or pushed in front of the monster to the end of the monster's movement. The monster can attempt to Engulf the same creature only once in a single use of Engulf. The monster can contain as many creatures as can fit in its space.
A creature that fails its save is pulled into the monster's body. It is Grabbed, is Slowed 1, and has to hold its breath or start suffocating. The creature takes the listed amount of damage when first engulfed and at the end of each of its turns while it's engulfed. An engulfed creature can get free by Escaping against the listed escape DC. An engulfed creature can attack the monster engulfing it, but only with unarmed attacks or with weapons of light Bulk or less. The engulfing creature is Off-Guard 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 engulfed creature cuts itself free.
Effect: Engulf and Swallow Whole
A creature that gets free by either method can immediately breathe and exits the swallowing monster's space.
If the monster dies, all creatures it has engulfed are automatically released as the monster's form loses cohesion.
Raking Sand —
Sand Glide — The zaramuun can Burrow through sand and dirt (but not stone) at its full burrow Speed, leaving no tunnel or sign of its passing. Any Engulfed creatures are left behind when it Burrows. Loose sand and scree are not difficult terrain for a zaramuun.
Sandblast (earth) — The zaramuun sprays a blast of sand that deals 11d10 slashing damage to all creatures in a 60-foot line (DC 38 Reflex).
It can't Sandblast again for 1d4 rounds.
Critical Success No effect.
Success Half damage.
Failure Full damage.
Critical Failure Full damage and Blinded for 1 round.
It can't Sandblast again for 1d4 rounds.
Critical Success No effect.
Success Half damage.
Failure Full damage.
Critical Failure Full damage and Blinded for 1 round.
Divine Innate Spells DC 37, attack +31
6th Disintegrate, Spirit Blast
4th Dimensional Anchor (At Will) (Constant), Suggestion (At Will)
WORKS WELL WITH
WeaverLAND / SUBTERRANEANArea-denial magic combines with Sandblast's line area to create overlapping kill zones enemies cannot navigate.
MenderLAND / SUBTERRANEANSustained healing on the durable frontliner keeps the Engulf and Attack of Opportunity zone active through prolonged fights.
SniperLAND / SUBTERRANEANRanged damage safely exploits targets pinned by Engulf and blinded by Raking Sand from behind the anvil's reach.
PUNISHES
✖ clumping✖ low Reflex✖ movement
Same-role stacking creates an immobile frontline vulnerable to flanking maneuvers
Works well with · Punishes · Pairing advice
Unlock with Tactics
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