Size:
± Gargantuan
Type:
± Plant
Form:
Temper:
# App:
± solitary
Lair:
Diet:
Combat Dice:
± 0
Hit Points:
± 246
Attack Rank:
± 0
Passive Defense:
± 0
Active Defense:
Damage Reduction:
± 0
Role:
Ground:
± 40 ft.
Climb/Arboreal:
± 10 ft.
Flight:
± 100 ft. (poor); forest step
Swim:
± 40 ft.
Benthic:
Burrow:
Ethereal:
Actions/Abilities/Traits: Pathfinder 1e
Special
1/day
shambler
Special
3/day
entangle (DC 19), liveoak, transmute mud to rock, transmute rock to mud, wall of thorns
Special
At will
command plants (DC 22), plant growth, quench (DC 21)
Special
Breath Weapon (Su)
A zomok's breath weapon is a cone of flying dirt, bark, stones, and moss, which takes root as soon as it touches the ground. Creatures may attempt a saving throw for half damage. Any creature that fails its save and is touching the ground is entangled for 1d6 rounds by this material. A creature can break free with a DC 28 Strength or Escape Artist check. The save DC is Constitution-based.
Special
Constant
pass without trace
Special
Forest Step (Su)
A zomok in a forest area may teleport up to 120 feet by moving the essence of its being to another forested area. The zomok is cured of 60 points of damage when it does this. It may use this ability once every 1d6+1 rounds but no more than three times per day. If the zomok has swallowed a foe, the foe is left behind when the zomok teleports.
Action
Feat 1
Awesome Blow
Action
Feat 2
Cleave
Action
Feat 3
Improved Bull Rush
Action
Feat 4
Improved Initiative
Action
Feat 5
Improved Sunder
Action
Feat 6
Iron Will
Action
Feat 7
Lightning Reflexes
Action
Feat 8
Power Attack
Action
Feat 9
Snatch
Action
Melee 1
bite +20 (2d8+12)
Action
Melee 2
2 claws +20 (2d6+12)
Action
Melee 3
tail slap +15 (2d8+6)
Action
Melee 4
2 wings +15 (2d6+6)
Treasure
standard
Environments
any forests (primal land of fey)
Actions/Abilities/Traits: Pathfinder 1e