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Zomok

Creature 16 — dragon, plant

Pre-Remaster content. May include legacy alignment.

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 c

Source: pathfinder-bestiary-2 (Pre-Remaster)

Perception +28
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

Offense

Melee Jaws +33, Damage 3d12+17 piercing
Melee Claw +33, Damage 3d8+17 slashing
Melee Tail +33, Damage 3d10+17 bludgeoning

Abilities

Tremorsense 60 feet — Tremorsense
Constant Spells — Constant Spells
Entombing Breath (earth, primal) — The zomok blasts forth a 60-foot cone of earth and gravel, dealing 17d6 bludgeoning damage (DC 34 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 () 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-rank or higher spell or ritual that restores life. The creature's equipment is unharmed but buried under 5 feet of earth.
Forest Step (healing, primal, teleportation) — Frequency three times per day Effect The zomok teleports itself with the effects of a 5th-rank Translocate spell, but the zomok must begin and end the teleportation effect in forest terrain. The zomok regains 10d10 healing 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 (attack) — Huge, 3d12+9 bludgeoning damage, Rupture 35 Swallow Whole
Trample — Huge or smaller, tail, DC 32 Reflex Trample
Improved Grab — Improved Grab

Spells

Charm (plant creatures only) (rank 8)
Wall of Thorns (rank 7)
Primal Call (doesn't require secondary casters) (rank 6)
Tangling Creepers (rank 6)
Blight (rank 4)
Plant Growth (rank 4)
Speak with Plants (Constant) (rank 4)
Pass Without Trace (rank 1)

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