Zaramuun
Level 16Attacks
Abilities
Until the next time it acts, the zaramuun appears to be a sand dune. It has an automatic result of 47 (50 in sandy terrain) on Deception and Stealth checks and DCs to pass as a sand dune. Any creature that walks onto the zaramuun moves into its body and is Engulfed.
DC 35 reflex, 4d12 bludgeoning damage and Planar Tether, , Rupture 28
Requirements The zaramuun hit with a melee Strike with its last action, or it has a creature Engulfed.
Effect The zaramuun attempts to Disarm one primarily metal or stone object from the Struck or Engulfed creature and casts its innate Planar Tether on the target creature.
The zaramuun can Burrow through sand and dirt (but not stone) at its full burrow Speed, leaving no tunnel or sign of its passing. Any Engulfed creatures are left behind when it Burrows. Loose sand and scree are not difficult terrain for a zaramuun.
The zaramuun sprays a blast of sand that deals 11d10 slashing damage to all creatures in a 60-foot area (DC 38 reflex).
It can't Sandblast again for .
Critical Success No effect.
Success Half damage.
Failure Full damage.
Critical Failure Full damage and Blinded for 1 round.
Zaramuuns are beings of elemental sand that hide in deserts and wastelands. They disguise themselves as massive dunes before rising up to attack living creatures. The most infamous zaramuuns kill any living creatures they find, but others simply rob their victims of all metal and stone possessions before fleeing. Although zaramuuns insist they are only reclaiming what was taken from their ancestral earth, this is simple self-delusion; most zaramuuns use their stolen goods as payment and material components to conjure fiends, for Zaramuuns were exiled from the Plane of Earth after worshipping fiends who promised to give them power over other elementals. This worship gradually transformed into servitude, and now many zaramuuns believe that if they send enough souls to their masters, they will be set free.