Zomok
Creature 16 — dragon, plant
Pre-Remaster content. May include legacy alignment.
CrasherAnvilLANDAERIALdragonplant
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; darkvision, tremorsense (imprecise) 60 feet
Languages arboreal, common, fey, petran; 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
Ref +25
Will +28
HP 310
Immunities paralyzed, poison, sleep, stunned
Weaknesses fire 15
Speed 30 feet, fly 80 feet
Offense
Melee Jaws (magical, reach-15, unarmed) +33, Damage 3d12+17 piercing plus Improved Grab
Melee Claw (agile, magical, reach-15, unarmed) +33, Damage 3d8+17 slashing
Melee Tail (magical, reach-20) +33, Damage 3d10+17 bludgeoning
Abilities
Tremorsense 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.
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 (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 (Escape) 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.
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.
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
The monster attempts to swallow a creature of the listed size or smaller that it has grabbed or restrained 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 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 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.
Effect: Engulf and Swallow Whole
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.
The monster attempts to swallow a creature of the listed size or smaller that it has grabbed or restrained 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 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 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.
Effect: Engulf and Swallow Whole
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 — Huge or smaller, tail, DC 32 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).
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 —
Primal Innate Spells DC 34, attack +26
8th Charm (plant creatures only)
7th Wall of Thorns
6th Tangling Creepers
4th Speak with Plants (Constant)
1st Pass Without Trace
WORKS WELL WITH
WeaverLANDA weaver's forced movement clusters enemies for the breath cone and trample, resolving the positioning tension between mobile aerial engagement and static area damage.
SnareLANDSnare-denied corridors funnel enemies into reach, creating a numbers advantage at the point of engagement despite the creature's solo frontline profile.
MenderLANDSustained healing multiplies already formidable staying power, addressing the priority tension of a single large target drawing concentrated fire.
PUNISHES
✖ clumping✖ invisibility✖ standing still
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Zomok in the encounter builder — free, no install.
Open in PathfinderGM →