Zoanoid, Dyme

Dyme CR 7

XP 3,200
LE Large aberration (zoanoid)
Init +4; Senses darkvision 60 ft., Perception +14, tremorsense 30 ft.
Aura grasping (20 ft.)


AC 19, touch 9, flat-footed 19 (+10 natural, -1 size)
hp 85 (9d8+45); regeneration 3 (sonic)
Fort +14, Ref +3, Will +7
Resist electricity 10, fire 10
Defensive Abilities amorphous, zoanoid saves


Speed 30 ft., burrow 30 ft., earth glide
Melee slam +8 (2d6+4)
Space 10 ft.; Reach 10 ft.
Spell-like Abilities CL 7th, concentration +9

3/daysoften earth and stone (DC 14), spike growth (DC 15)
1/dayarboreal hammer, spiked pit (DC 15)


Str 16, Dex 11, Con 20, Int 10, Wis 15, Cha 15
Base Atk +6; CMB +8; CMD 18 (cannot be tripped)
Feats Blind-fight, Great Fortitude, Improved Initiative, Iron Will, Skill Focus (Stealth)
Skills Climb +15, Perception +14, Sense Motive +14, Stealth +19; Racial Modifiers +8 Stealth
Languages Common, Zern
SQ alter ego, camouflage


Environment any land or underground
Organization solitary or squad (1 plus 1-7 other zoanids)
Treasure standard


Alter Ego (Su)

A dyme can assume the form of a specific Small or Medium humanoid. This functions as the change shape special quality, except that the dyme cannot choose the form it assumes.

Camouflage (Ex)

A dyme can change its color and texture, granting it a +8 racial bonus to Stealth checks and allowing it to make Stealth checks in natural habitats without cover or concealment.

Grasping Aura (Su)

As a standard action, a dyme can cause earth or stone to grasp opponents. This functions as a black tentacles spell at a caster level equal to the dyme’s Hit Dice (CL 10th, CMB +15, CMD 25 for the average dyme) for as long as the dyme concentrates and for 1d4 rounds thereafter. A dyme cannot use this ability on wooden or metal surfaces.

Zoanid Saves (Ex)

A dyme treats Fortitude as its good save and Will as a poor save.


This amorphous mass resembles a giant human face composed of a mud or tar-like substance. It assumes the color and texture of its surroundings as if by instinct.

Dymes are another example of zoanoid lost numbers, a subtype of zoanoids only created by accident or under highly specialized circumstances. Dymes are not skilled combatants in the same way that most other zoanoids are—they are focused on defense. A dyme is nearly unkillable with traditional weaponry—only sonic damage can cause them permanent injury. They are nearly liquid creatures that can swim easily through earth and stone. Dymes use their abilities to manipulate natural surfaces and plant matter to set up ranks of potent ground defenses against enemy armies. Most frequently, they simply wait below the surface of the earth and lash up with grasping arms to hold foes fast. They are most useful as support units to traditional zoanoid soldiers.

Among the largest of the zoanoids, if not the strongest, a dyme is about ten feet in diameter in its natural form. Their humanoid forms tend to be large for their apparent species.

Section 15: Copyright Notice
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