Zaramuun CR 16

XP 76,800
CE Large outsider (earth, elemental, native)
Init +9; Senses darkvision 60 ft., Perception +22, tremorsense 60 ft.


AC 30, touch 14, flat-footed 25 (+5 Dex, +16 natural, -1 size)
hp 230 (20d10+120)
Fort +12, Ref +17, Will +11
DR 10/-; Immune elemental traits
Weaknesses anchored


Speed 40 ft., burrow 40 ft.
Melee 2 slams +28 (3d12+9 plus dimension bind)
Ranged rock +25/+20/+15/+10 (2d6+13)
Space 10 ft.; Reach 10 ft.
Special Attacks breath weapon (60 ft. line, 11d10 slashing, Reflex DC 26, 1d4 rounds) engulf (DC 28, 3d12+9 bludgeoning plus dimension bind), rock throwing (120 ft.), sift
Spell-like Abilities CL 16th, concentration +21

At willsuggestion (DC 18)
1/daydimensional lock, disintegrate (DC 21), mage’s sword (melee +24), planar ally


Str 28, Dex 21, Con 22, Int 13, Wis 8, Cha 21
Base Atk +20; CMB +30 (+32 disarm); CMD 45 (47 vs. disarm, cannot be tripped)
Feats Combat Expertise, Combat Reflexes, Greater Vital Strike, Improved Disarm, Improved Initiative, Improved Vital Strike, Power Attack, Quick Draw, Stealthy, Vital Strike
Skills Appraise +24, Escape Artist +32, Knowledge (planes, religion) +24, Perception +22, Sleight of Hand +28, Stealth +28 (+32 in sandy terrain); Racial Modifiers +4 Stealth in sandy terrain
Languages Abyssal, Terran
SQ dunewalker, freeze (dune)


Environment any deserts
Organization solitary or retinue (1 plus 1-10 divs)
Treasure double standard


Anchored (Su)

A zaramuun is under a permanent dimensional anchor effect that cannot be dispelled or suppressed.

Breath Weapon (Ex)

A creature that takes damage from a zaramuun’s breath weapon must succeed an additional DC 26 Fortitude save or be blinded for 1 round. The save DC is Constitution based.

Dimension Bind (Su)

A creature struck by a zaramuun’s slam or engulf attack must succeed a DC 25 Will save or be affected as by a dimensional anchor effect for 1 minute. The save DC is Charisma based.

Dunewalker (Ex)

Sand, rocks and scree do not count as difficult terrain for a zaramuun.

Freeze (Ex)

A creature that walks into or over a zaramuun hiding as a dune is automatically subject to its engulf attack.

Sift (Ex)

As a move action, a zaramuun may make a disarm attempt against each of the creatures it has engulfed. Items that a zaramuun disarms are engulfed and incorporated into its body, and must be retrieved by disarming the zaramuun, even though the zaramuun does not need to hold them in its hands.


This giant creature appears to be the oversized head and torso of a humanoid figure composed of sand. Bits of rock and metal are studded throughout its form.

The zaramuuns are beings of elemental earth stranded in the Material Plane. Although they are violent and hostile to the living, they are more interested in robbing enemies than killing them. Treasures of metal and stone are especially prized, and zaramuuns often position themselves near caravan routes in order to have a regular supply of victims. Although zaramuuns claim that they are taking what is rightfully theirs as beings of Earth, their motivations are tinged with self-delusion. The zaramuuns are the exiled descendents of earth elementals that sided with Ahriman, and they serve the Lord of Divs in the hope that he will someday allow them to return to the Great Beyond.

A zaramuun usually attacks from ambush, disguising itself as a mundane sand dune in the hopes of being walked over. Prey is engulfed and their possessions removed from them, as the zaramuun shifts them around like a prospector panning for gold. Once it has a few valuable items, the zaramuun retreats back beneath the surface, leaving engulfed creatures behind but carrying away their weapons, shields and gems. Although zaramuuns prefer to fight ground-bound targets, they are not helpless against those that fly; a zaramuun is a crack shot with thrown rocks, and they can spray lines of shredding, blinding sand against their enemies.

All zaramuuns are anchored permanently to the Material Plane. Although some use their ill-gotten gains to attempt to teleport or plane shift, such efforts are futile. This anchoring effect is even contagious. It doesn’t persist long on other creatures, but can prove a nasty surprise to grabbed mages attempting to dimension door their way free. Many zaramuuns use their treasure as offerings to Ahriman and the divs, delivered back to Abaddon by divs conjured with planar ally spells. Zaramuuns typically see others of their species as competition, but can be found in association with cults of Ahriman and div communes. A zaramuun is typically deferential to even minor divs, and downright obsequious in the presence of sepids and other divs of rank.

Section 15: Copyright Notice
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