Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Attack of Opportunity
Ability
Divine Innate Spells
DC 37, attack +31; 8th dimensional anchor (at will); 6th disintegrate, spirit blast; 4th suggestion (at will); Constant (8th) dimensional anchor
Ability
Divine Rituals
DC 37; 5th planar ally
Ability
Dune
(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.
Ability
Engulf
DC 35, 4d12 bludgeoning damage and dimensional anchor, Escape DC 32, Rupture 28
Ability
Raking Sand
Circumstance: The zaramuun hit with a melee Strike with its last action, or it
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.
Ability
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.
Ability
Sandblast
(earth) The zaramuun sprays a blast of sand that deals 11d10 slashing damage to all creatures in a 60-foot line (Reflex DC 38). 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.
Offense
Melee
Circumstance: combat round (melee)
fist +33 [+28/+23], Damage 4d12+13 bludgeoning
Offense
Ranged
Circumstance: combat round (ranged)
rock or metal debris +29 [+24/+19] (range increment 120 feet), Damage 4d8+13 bludgeoning
Trait
Earth
Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a magical connection to that element. Planes with this trait are mostly solid, with caverns and other hollow pockets.
Trait
Elemental
Elementals are creatures directly tied to an element and native to the Elemental Planes. Elementals don't need to breathe.
Immunity
paralyzed
poison
sleep
Language
Abyssal
Terran
Perception
darkvision
tremorsense 60 feet