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.
Speed 40 ft., fly 100 ft. (poor)
Str 35, Dex 11, Con 34, Int 16, Wis 22, Cha 26
A zomok can use its breath weapon once every 1d4+1 rounds, blasting forth a 60-foot cone of flying dirt, bark, stones, and moss. This rain of earth and pulped vegetation deals 18d6 points of bludgeoning damage (Reflex save DC 31 for half). Those creatures that fail their Reflex saves and are also in contact with the ground are entangled by the debris, which quickly takes root. The creature is entangled for 1d6 rounds or until it breaks free of the clinging vegetation with a DC 31 Strength or Escape Artist check. The check and save DCs are Constitution-based.
Creatures slain by a zomok’s breath weapon instantly decompose, and their bodies are utterly destroyed. This makes resurrecting such creatures difficult, but not impossible, requiring a true resurrection or greater spell, or a resurrection or similar spell cast directly on the spot where the creature died. Dirt or similar debris from the spot do not count as remains for the purpose of resurrection.
As a standard action, 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 its tree stride power 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 creature teleports.