Size:
Type:
Form:
Temper:
# App:
Lair:
Diet:
Combat Dice:
Hit Points:
Attack Rank:
Passive Defense:
Active Defense:
Damage Reduction:
Role:
Ground:
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:

Actions/Abilities/Traits:
(d20)
Actions/Abilities/Traits: (d20)
Action
unknown
unknown

Actions/Abilities/Traits:
(OSR)
Actions/Abilities/Traits: (OSR)
Special
|Breath Weapon
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.
Special
|Breath Weapon
Creatures suffer 4d8 bludgeoning damage but may attempt a Breath saving throw to halve it. 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 Paralysis check.
Special
|Breath Weapon
Forest Step 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.
Special
|Breath Weapon
Swallow Whole The creature makes one bite Attack as a full-round action against a victim it has struck successfully the round prior. If the Attack hits, the target is swallowed. The swallowed target is Blinded and Restrained, it has total cover against attacks and other Effects outside the creature, and it takes cold damage at the start of each of the creature's turns. The creature can have only one target swallowed at a time. If the creature dies, a swallowed creature is no longer Restrained by it and can escape from the corpse using 5 feet of Movement, exiting prone. Swallowed creatures take damage each round equal to 1/4 this creature's weakest normal melee attack until they escape; escaping requires cutting your way out (AC as creature; stomach has HP equal to 1/4 the creatures' total HP max).
Special
|Breath Weapon
Trample You can attempt to overrun any creature that is smaller than yourself. Targets of a trample take bludgeoning damage equal to two times a typical melee attack from this creature. Victims may attempt to avoid the trampling creature and receive a Breath save to take half damage. You can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.

Actions/Abilities/Traits:
(Pathfinder 1e)
Actions/Abilities/Traits: (Pathfinder 1e)
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)
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.

Actions/Abilities/Traits:
(Pathfinder 2e)
Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Entombing Breath
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 34) 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.
Ability
Forest Step
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.
Ability
Primal Innate Spells
DC 34, attack +26; 8th charm (plant creatures only); 7th wall of thorns; 6th tangling creepers; 1st pass without trace; Constant (4th) speak with plants
Ability
Rituals
DC 34; 6th primal call (doesn't require secondary casters); 4th blight, plant growth
Ability
Trample
Huge or smaller, tail, DC 32
Offense
Melee
Circumstance: combat round (melee)
jaws +33 [+28/+23] (magical, reach 15 feet), Damage 3d12+17 piercing plus Improved Grab
Offense
Swallow Whole
Huge, 3d12+9 bludgeoning, Rupture 35
Trait
Dragon
Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.
Trait
Plant
Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.
Immunity
paralyzed
poison
sleep
stunned
Language
Arboreal
Common
speak with plants
Sylvan
Terran
Perception
darkvision
tremorsense (imprecise) 60 feet
Weakness
fire 15