Zomok Race Class

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.

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.

Physical Description: 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. Mature adults 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.

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.

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. 

Alignment and Religion:  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.

Adventurers:  While zomoks are not known to venture beyond their woods, they are known to adventurers.  Adults do not need to eat and have no real digestive system. Any creatures they happen to devour whole are often found hanging in bloody gobbets from the topmost branches of random trees, though the hungry plants of the realm often consume the remains before they are ever found. In combat, zomoks prefer to keep moving, using their tree stride ability to ensure that no one stand of trees takes the brunt of the injuries. To protect their habitat, zomoks breathe a raging torrent of thorns, twigs, chunks of bark, and clouds of moss that envelops those in its path, encasing them in a thick shroud of organic matter. Those slain by the breath weapon are instantly decomposed into rich loam; even those who survive often find mold growing on their skin or small plants sprouting from their hair or ears, with each tendril trying to root the creature into the earth. Zomoks can also control the terrain, turning the land into a swamp or conjuring defensive walls. When need be, they can quench flames at will—a useful talent for a creature so vulnerable to fire. When facing powerful foes, zomoks create mighty walls of briar and moves through the wood to divide its enemies and attack them individually. Zomoks can also call up formidable guardians of mold and vines using magic, and it is rare for them to be without such defending monsters. Some zomoks even consume their shambling minions, holding them in their bodies so any creatures the dragon-plants swallow are assaulted inside of them as well as out.

Male Names

Female Names

Standard Racial Traits

  • Ability Score Racial Traits: Zomoks are as hardy and mysterious as the forest, gaining +2 Con and +2 Cha.
  • Type: Zomoks are plants with the dragonblood and extraplanar subtypes.
    • Sentient plants are not immune to mind-affecting effects.
    • Plants are immune to paralysis, poison, polymorph, sleep effects, and stunning.
    • Plants breathe and eat, but do not sleep, unless they want to gain some beneficial effect from this activity. This means that a plant creature can sleep in order to regain spells, but sleep is not required to survive or stay in good health.
    • Dragonblood creatures have a strong affinity for dragons.  This means that spells, effects, powers, and abilities that affect or target dragons also affect them. The subtype qualifies a creature to use magic items normally usable only by dragons, and qualifies the creature to take feats that have the dragon subtype as a prerequisite. The dragonblood subtype also makes creatures subject to harmful effects that affect dragons. The dragonblood subtype does not confer the dragon type or any traits associated with that type. For instance, it does not give a creature a frightful presence. Dragons automatically qualify for any classes, prestige classes, racial substitution levels, feats, powers, or spells that require the dragonblood subtype.
    • Extraplanar plants are native to Wryllen's Dream, and thus are subject to dismissal, banishment, and similar effects when on the Material Plane.
  • Size: Zomoks are Medium creatures and thus receive no bonuses or penalties due to their size.
  • Speed: Zomoks have a base speed of 30 feet.
  • Languages: Zomoks begin play speaking any two dialects of Wryllene (or whatever language is local to their home region).

Defensive Racial Traits

  • Natural Armor: Zomoks have a +3 natural armor bonus to their Armor Class.

Movement Racial Traits

  • Terrain Stride: Zomoks can move through natural difficult terrain at their normal speed while in coniferous and deciduous forests. Magically altered terrain affects them normally.

Offensive Racial Traits

  • Breath Weapon (Su): Zomoks have a breath weapon usable once per day. This breath weapon deals 2d6 bludgeoning damage in a 15-foot cone. Creatures caught in the breath weapon must make a Reflex saving throw to avoid taking damage. The save DC against this breath weapon is 10 + 1/2 the zomok's character level + the zomok's Constitution modifier.
  • Natural Weapons: Zomoks have a bite attack that deals 1d6 damage and two claw attacks that deal 1d4 damage. These are primary natural attacks.

Senses Racial Traits

  • Darkvision: Zomoks can see in the dark up to 60 feet.
  • Low-light vision: Zomoks can see twice as far as a race with normal vision in conditions of dim light.
  • Tremorsense: Zomoks gain tremorsense to a range of 30 feet.

Weakness Racial Traits

  • Elemental Vulnerability: Zomok have vulnerability to fire.

Other Racial Traits

  • Sure Footing: Zomoks are especially stable, granting them a +4 racial bonus to CMD against trip attempts.

 

Notes: The zomok do not cost any additional Character Points during character creation, but they do have a racial and template class (see below).  They must take this class to at least 4th level.

 

Alternative Racial Traits

The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any of these new options.

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Favored Class Options

The following favored class options are available to all characters of this race who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.

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Racial Archetypes

The following racial archetypes are available to Phoelarch:

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Racial Feats

The following feats are available to a Phoelarch character who meets the prerequisites.

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Racial Classes and/or Prestige Classes

The following racial class is required for zomoks to at least level 4.  Players who choose to play zomoks must choose Strength, Constitution, and Wisdom as their primary classes.

Role:

Alignment: Any

Hit Die: d8.

Starting Wealth: 5d6 x 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills
The zomok's class skills are Perception (Wis) and Stealth (Dex).

Skill Ranks Per Level: 2 + Int modifier.

 

Table: Zomok

Level

CP Cost
(342 total)

BAB Fort Save Ref Save Will Save Ability Scores Special
1 3 +0.75 +2.5 +0.33 +0.33   Seedling
2 6 +1.5 +3 +0.66 +0.66 Str +2, Con +2, Wis +2  
3 11 +2.25 +3.5 +1 +1 Con +2, Wis +2, Cha +2  
4 21 +3 +4 +1.33 +1.33 Str +2, Con +2, Wis +2, Cha +2 Wyrmling
5 3 +3.75 +4.5 +1.66 +1.66   +2 Nat AC, +10 ft. speed, tail slap, spell-like abilities,  breath weapon +1d6
6 13 +4.5 +5 +2 +2 Str +2, Dex -2, Con +2 Very Young, Large size, +2 Nat AC, sonic resist 5, breath weapon +1d6 & +15 ft., forest step 10 ft. 1/day
7 3 +5.25 +5.5 +2.33 +2.33   +2 Nat AC, sonic resist 10, swallow whole, spell-like abilities, breath weapon +1d6 & entangling, forest step +10 ft.
8 23 +6/+1 +6 +2.66 +2.66 Str +2, Con +2 Young, +2 Nat AC, sonic resist 15, wings, 10 ft. fly speed (clumsy), breath weapon +1d6 & 3/day, forest step +10 ft.
9 3 +6.75/+1 +6.5 +3 +3   +2 Nat AC, sonic immunity, +10 ft. fly speed, spell-like abilities, breath weapon +1d6, forest step +10 ft.
10 15 +7.5/+2 +7 +3.33 +3.33 Str +2 Juvenile, +2 Nat AC, +10 ft. fly speed, breath weapon +1d6, forest step +10 ft.
11 3 +8.25/+3 +7.5 +3.66 +3.66   +2 Nat AC, +10 ft. fly speed, spell-like abilities, breath weapon +1d6, forest step +10 ft. & 2/day
12 15 +9/+4 +8 +4 +4 Str +2, Dex -2 Young Adult, Huge Size, +2 Nat AC, +10 ft. fly speed, breath weapon +1d6 & +15 ft., forest step +10 ft.
13 3 +9.75/+4 +8.5 +4.33 +4.33   +2 Nat AC, trample, +10 ft. fly speed, spell-like abilities, breath weapon +1d6, forest step +10 ft.
14 3 +10.5/+5 +9 +4.66 +4.66   Adult, +2 Nat AC, +10 ft. fly speed, breath weapon +1d6 & at-will, forest step +10 ft., no need to eat, improved senses
15 3 +11.25/+6/+1 +9.5 +5 +5   +2 Nat AC, +10 ft. fly speed, spell-like abilities, breath weapon +1d6, forest step +10 ft.
16 13 +12/+7/+2 +10 +5.33 +5.33 Str +2, Dex -2 Mature Adult, Gargantuan size, +2 Nat AC, +10 ft. fly speed, breath weapon +1d6 & +15 ft., forest step +10 ft. & 3/day
17 3 +12.75/+7/+2 +10.5 +5.66 +5.66   +2 Nat AC, +10 ft. fly speed, spell-like abilities, breath weapon +1d6, forest step +10 ft.
18 43 +13.5/+8/+3 +11 +6 +6 Con +2, Int +2, Wis +2, Cha +2 Old, +2 Nat AC, +10 ft. fly speed, breath weapon +1d6, forest step +10 ft.
19 3 +14.25/+9/+4 +11.5 +6.33 +6.33   +2 Nat AC, +10 ft. fly speed, breath weapon +1d6 & no delay, forest step +10 ft.
20 11 +15/+10/+5 +12 +6.66 +6.66

Str +2, Dex -2

Very Old, Colossal size, +2 Nat AC, +10 ft. fly speed, breath weapon +1d6 & +15 ft., forest step +10 ft.
21 3 +15.75/+10/+5 +12.5 +7 +7   +2 Nat AC, +10 ft. fly speed, breath weapon +1d6, forest step +10 ft. & at-will
22 39 +16.5/+11/+6/+1 +13 +7.33 +7.33 Int +2, Wis +2, Cha +2 Ancient, +2 Nat AC, +10 ft. fly speed, breath weapon +1d6, forest step +10 ft.
23 3 +17.25/+12/+7/+2 +13.5 +7.66 +7.66   +2 Nat AC, +10 ft. fly speed, breath weapon +1d6, forest step +10 ft.
24 11 +18/+13/+8/+3 +14 +8 +8 Str +2, Dex -2 Wyrm, Awesome size, +2 Nat AC, +10 ft. fly speed, breath weapon +1d6 & +15 ft., forest step +10 ft.
25 3 +18.75/+13/+8/+3 +14.5 +8.33 +8.33   +2 Nat AC, +10 ft. fly speed, breath weapon +1d6, forest step +10 ft.
26 79 +19.25/+14/+9/+4 +15 +8.66 +8.66 Str +2, Con +2, Int +2, Wis +2, Cha +2 Great Wyrm, +2 Nat AC, +10 ft. fly speed, breath weapon +1d6, forest step +10 ft. & move action
27 3 +20/+15/+10/+5 +15.5 +9 +9   +2 Nat AC, +10 ft. fly speed, breath weapon +1d6, forest step +10 ft.

 

Zomok Racial Class Features

Weapon and Armor Proficiences:  Zomoks are proficient in their natural weapons, but gain no new proficiencies with any other weapons or armor.

Age Categories: Like true dragons, Zomoks progress through distinct stages as they age.  They begin as seedlings, essentially primal seeds without the capability to move, think, or defend themselves (they're functionally objects).  At 4th level, they germinate into wyrmlings, capable of venturing out into the world for the first time (see racial traits above).  At every even level after that, they advance another age category until they become great wyrms at 26th level.  As with draconic aging, the exact rate at which Zomoks age may depend on factors other than time alone.  For example, many age at the rate of their forest's expansion.

Natural Armor: At 5th level and every level thereafter, Zomoks gain a +2 enhancement bonus to their natural armor.  This is cumulative with itself and their base natural armor, but not with other enhancement bonuses.

Improved Mobility: At 5th level, Zomoks gain a +10 ft. bonus to their base movement speed.  At 8th level, they gain a 10 ft. fly speed with clumsy maneuverability.  This fly speed improves by 10 ft. each level thereafter.

Natural Weapons: Zomoks gain new natural weapons as they advance, and the damage dice of these weapons improve as they increase in size.  At 5th level, they gain a tail slap for 1d6 damage.  At 6th level, their bite and tail slap attacks deal 1d8 damage, and their claw attacks deal 1d6 damage.  At 

Spell-like abilities: At 5th level, Zomoks gain access to their first spell-like ability, pass without trace.  They may cast this once per day.  At 7th level, they may cast pass without trace three times per day, and they gain the ability to cast command plants, plant growth, and quench once per day.  At 9th level, they may cast pass without trace at-will, and command plants, plant growth, and quench three times per day.  At 11th level, they gain the ability to cast entangle, liveoak, transmute mud to rock, transmute mud to rock, and wall of thorns once per day.  At 13th level, they may benefit from a constant pass without trace effect, and they may cast command plants, plant growth, and quench at-will.  At 15th level, they may cast entangle, liveoak, transmute mud to rock, transmute mud to rock, and wall of thorns three times per day.  At 17th level, they may cast shambler oncer per day.  ... DCs are charisma-based, and their effective caster level is equal to their level - 1.

Breath Weapon: A zomok's breath weapon improves as they age and increase in size.  At 5th level and every level thereafter, their breath weapon deals an additional 1d6 damage.  At 6th level, their breath weapon's range increases by 15 ft.  At 7th level, creatures that fail their save and are touching the ground are entangled for 1d6 rounds.  A creature can break free with a Strength or Escape Artist check against the original DC.

Size Increases: Zomoks, like true dragons, grow in size as they age.  At 6th level, they grow to large size.

Sonic Resistance: At 6th level, zomoks gain resist sonic 5.  This improves by an additional 5 at each level until they become immune to sonic damage and effects at 9th level.

Forest Step: At 6th level, a zomok gains the abilty to teleport up to 10 feet from one forested area to another, by moving the essence of its being.  This also heals the zomok for 5 hit points.  It may use this ability once every 1d6+1 rounds but no more than once per day. If the zomok has swallowed a foe, the foe is left behind when the zomok teleports.  At each subsequent level, the zomok may teleport up to 10 feet farther and heal an additional 5 hit points with each activation.  At 11th level, it may use this ability twice per day.  At 16th level it may use this three times per day.  At 21st level, it may use this at-will.  And at 26th level it may use this ability once each round as a move action.