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PFS StandardZaramuun

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 components to conjure fiends, for Zaramuuns were exiled from the Plane of Earth after worshipping fiends who promised to give them power over other elementals. This worship gradually transformed into servitude, and now many zaramuuns believe that if they send enough souls to their masters, they will be set free.

Recall Knowledge - Elemental (Arcana, Nature): DC 35
Unspecific Lore: DC 33
Specific Lore: DC 30

Elite | Normal | Weak
Proficiency without Level

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

Weak ZaramuunCreature 15

Legacy Content

CE Large Earth Elemental 
Source Bestiary pg. 339
Perception +30; darkvision, tremorsense 60 feet
Languages Abyssal, Terran
Skills Athletics +29 (+33 to disarm stone or metal objects), Religion +24, Stealth +25 (+28 in sandy terrain)
Str +9, Dex +5, Con +6, Int +0, Wis +5, Cha -1
AC 37; Fort +32, Ref +28, Will +23
HP 271; Immunities paralyzed, poison, sleep
Attack of Opportunity [reaction]
Speed 35 feet, burrow 35 feet; sand glide
Melee [one-action] fist +31 [+26/+21], Damage 4d12-2+13 bludgeoningRanged [one-action] rock or metal debris +27 [+22/+17] (range increment 120 feet), Damage 4d8-2+13 bludgeoningDivine Innate Spells DC 35, attack +29 (-4 dmg); 8th dimensional anchor (at will); 6th disintegrate, spirit blast; 4th suggestion (at will); Constant (8th) dimensional anchor
Divine Rituals DC 35 (-4 dmg); 5th planar ally
Dune [one-action] (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 [two-actions] DC 33, 4d12 bludgeoning damage and dimensional anchor, Escape DC 30, Rupture 28Raking Sand [one-action] Requirements The zaramuun hit with a melee Strike with its last action, or it has a creature Engulfed. Effect The zaramuun attempts to Disarm one primarily metal or stone object from the Struck or Engulfed creature and casts its innate dimensional anchor on the target creature. 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 [two-actions] (earth) The zaramuun sprays a blast of sand that deals 11d10 slashing damage to all creatures in a 60-foot line (Reflex DC 36). 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.

Sidebar - Treasure and Rewards Zaramuun Treasure

Zaramuuns collect treasure from mortals they have robbed or sacrificed. They are attracted to gems, rare metals, and potent pieces of crafted earth, particularly powerful magic items associated with the Plane of Earth.