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PFS StandardZomok

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 corpse the next time the zomok travels via their Forest Step ability. Zomoks reach 35 to 40 feet in length and weigh 30 tons.

Recall Knowledge - Dragon (Arcana): DC 35
Recall Knowledge - Plant (Nature): DC 35
Unspecific Lore: DC 33
Specific Lore: DC 30

Elite | Normal | Weak
Proficiency without Level

Changes from being Elite are marked in red below.
NOTE: The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.

Elite ZomokCreature 17

Legacy Content

N Gargantuan Dragon Plant 
Source Bestiary 2 pg. 303 2.0
Perception +30; darkvision, tremorsense (imprecise) 60 feet
Languages Arboreal, Common, Sylvan, Terran; speak with plants
Skills Acrobatics +29, Athletics +35, Nature +31, Stealth +31, Survival +32
Str +9, Dex +5, Con +9, Int +3, Wis +6, Cha +6
AC 41; Fort +33, Ref +27, Will +30
HP 330; Immunities paralyzed, poison, sleep, stunned; Weaknesses fire 15
Speed 30 feet, fly 80 feet; pass without trace
Melee [one-action] jaws +35 [+30/+25] (magical, reach 15 feet), Damage 3d12+2+17 piercing plus Improved GrabMelee [one-action] claw +35 [+31/+27] (agile, magical, reach 15 feet), Damage 3d8+2+17 slashingMelee [one-action] tail +35 [+30/+25] (magical, reach 20 feet), Damage 3d10+2+17 bludgeoningPrimal Innate Spells DC 36, attack +28 (+4 dmg); 8th charm (plant creatures only); 7th wall of thorns; 6th tangling creepers; 1st pass without trace; Constant (4th) speak with plants
Rituals DC 36 (+4 dmg); 6th primal call (doesn't require secondary casters); 4th blight, plant growth
Entombing Breath [two-actions] (conjuration, earth, primal) The zomok blasts forth a 60-foot cone of earth and gravel, dealing 17d6 bludgeoning damage (DC 36 basic 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 DC 36) 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-level or higher spell or ritual that restores life. The creature's equipment is unharmed but buried under 5 feet of earth.
Forest Step [one-action] (conjuration, healing, necromancy, primal, teleportation) Frequency three times per day; Effect The zomok teleports itself with the effects of a 5th-level dimension door spell, but the zomok must begin and end the teleportation effect in forest terrain. The zomok regains 10d10 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 [one-action] (attack) Huge, 3d12+9 bludgeoning, Rupture 35Trample [three-actions] Huge or smaller, tail, DC 34

Sidebar - Advice and Rules Zomoks' Primal Call

Zomoks can use primal call without needing any secondary casters. The zomok typically calls an awakened tree, arboreal, or shambler, and often tasks the called creature with guarding a sacred location, accompanying an ally on a mission for the good of the forest, or a similar assignment.