Zomok

Zomok

Resembling an enormous lizard composed entirely of organic plant matter, this beast shakes loose soil from its earthy wings and exhales dirt particles with every breath.

Zomok CR 16

XP 76,800
N Gargantuan plant (extraplanar)
Init +4; Senses darkvision 120 ft., low-light vision, tremorsense 60 ft.; Perception +26

AC 33, touch 6, flat-footed 33 (+27 natural, –4 size)
hp 246 (17d8+170)
Fort +20, Ref +7, Will +13
Immune sonic, plant traits
Weaknesses vulnerable to fire

Speed 40 ft., fly 100 ft. (poor); forest step
Melee bite +20 (2d8+12), 2 claws +20 (2d6+12), tail slap +15 (2d8+6), 2 wings +15 (2d6+6)
Space 20 ft.; Reach 15 ft. (20 ft. with tail)
Special Attacks breath weapon (60-ft. cone, 18d6 bludgeoning plus entangle, Reflex DC 28 partial, usable every 1d4 rounds), swallow whole (6d6 bludgeoning damage, AC 23, 24 hp), trample (2d8+18, DC 30)
Spell-Like Abilities (CL 16th; concentration +24)

Constant—pass without trace
At will—command plants (DC 22), plant growth, quench (DC 21)
3/day—entangle (DC 19), liveoak, transmute mud to rock, transmute rock to mud, wall of thorns
1/day—shambler

Str 35, Dex 11, Con 30, Int 16, Wis 22, Cha 26
Base Atk +12; CMB +28 (+30 sunder); CMD 40 (42 vs. sunder, 44 vs. trip)
Feats Awesome Blow, Cleave, Improved Bull Rush, Improved Initiative, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack, Snatch
Skills Fly +10, Knowledge (nature) +20, Perception +26, Stealth +8, Survival +23
Languages Common, Sylvan, Terran

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.

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.

Environment any forests (primal land of fey)
Organization solitary
Treasure standard

Many forests survive only because they’re inhabited by zomoks: plant-dragons that prowl the woodlands, defending them from the often destructive forces of that realm, and healing and regrowing vegetation as needed. Through the ages, some of these creatures have even traveled to inhabit the wilds of other realities, protecting the nature of such lands from disasters and axe blades just as tenaciously as they would in their homeland.

No two zomoks look alike, and rarely does one creature look the same for long; parts of their bodies are constantly growing, dying off, and regenerating from nearby plants in an endless cycle. Most rise to a height of 18 feet and stretch at least 35 feet long, with wingspans of more than 80 feet and weights of 30 tons.

Ecology

A zomok is more than just a single creature, being closer to a collective spirit of the woodlands. One might step into one stand of trees and reform a new body elsewhere in the forest, the same creature but with a different body. The shape of a zomok is different each time it arises. On one occasion, it might pick a sturdy larch as its right foreleg and turn a weeping willow into its head; on another, it could have a body of oak and make its teeth from brambles and nettles. The overall shape is always draconic, but its components change, even from moment to moment. In truth, it is more a dragon-shaped wave moving through the forest—the trees bend momentarily into the dragon’s body and limbs, but the wave passes on, leaving them intact in its wake.

Habitat & Society

Though zomoks do not inhabit every forest in the world, they are far from uncommon, and they offer the benefit of protecting nature and its denizens wherever they may go. The finicky zomok’s temperament varies with the season. In spring, they are often playful and mercurial, playing pranks on intruders or changing forest paths to confuse travelers. In summer, zomoks find their strength and majesty and become kings of the woodland, attending courts with dryads, satyrs, and stranger folk of the green. In autumn, zomoks become weird mystics, spouting prophecies and cryptic mutterings about the fate of the forest. Only the most foolish would dare approach a zomok in winter, when starvation and the chill of the frost make them vicious and cruel. A zomok wearing its winter coat of rime-covered branches and gray moss can be placated with suitable sacrifices, such as broken axe-heads or nubile virgins with green thumbs. Zomoks have a slightly bemused attitude toward other creatures dwelling in their woods, considering them pets at best and pesky parasites at worst. In any event, the mobile nature of a zomok’s woodland territory means that there are few longterm residents within the dragon’s demesne, although some zomoks have forged extended alliances with dryads, bringing the dryads’ trees along each time they move. Like most woodland fey, they despise those who harm trees—woe betide any who set axe or fire to wood in the presence of a zomok. Despite this, threatening the forest is often the best way to deal with such a monster. Actually killing a zomok is difficult because of its ability to heal itself through tree striding, so a better tactic is to blast the surrounding woods with fireballs or blights until the plant-dragon agrees to negotiate. Unlike true dragons, zomoks have little interest in treasure, but a few coins or other items may sometimes be found lodged in the branches and roots of the creatures’ innards.

Pathfinder Roleplaying Game Bestiary 4 © 2013, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy Hurley, James Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Sean K Reynolds, F. Wesley Schneider, Tork Shaw, and Russ Taylor.

Ecology from Pathfinder Adventure Path #36: Sound of a Thousand Screams. © 2010, Paizo Publishing, LLC; Author: Richard Pett.