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Elemental (Earth)

Source Pathfinder RPG Bestiary pg. 122
This humanoid mountain of stone and earth strides forward on legs like pillars, a vast grove covering its back.

An elemental is a being composed entirely from one of the four classical elements: air, earth, fire, or water. An elemental has the following features.
  • Immunity to bleed, paralysis, poison, sleep effects, and stunning.
  • Not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack.
  • Proficient with natural weapons only, unless generally humanoid in form, in which case proficient with all simple weapons and any weapons mentioned in its entry.
  • Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Elementals not indicated as wearing armor are not proficient with armor. Elementals are proficient with shields if they are proficient with any form of armor.
  • Elementals do not breathe, eat, or sleep.
Languages Terran

Ecology

Environment any (Plane of Earth)
Organization solitary, pair, or gang (3–8)
Treasure none

Special Abilities

Earth Glide (Ex) A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
Earth Mastery (Ex) An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks. (These modifiers are not included in the statistics block.)

Creatures in Mythic "Elemental (Earth)" Category

NameCRMR
Elder Earth Elemental145

Elemental (Earth), Elder Earth Elemental

Mythic Elder Earth Elemental CR 14/MR 5

Source Mythic Adventures pg. 194
XP 38,400
N Huge outsider (earth, elemental, extraplanar, mythic)
Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +20

Defense

AC 29, touch 7, flat-footed 29 (–1 Dex, +22 natural, –2 size)
hp 218 (16d10+130)
Fort +15, Ref +4, Will +11
Defensive Abilities trap weapon; DR 10/—; Immune elemental traits

Offense

Speed 20 ft., burrow 20 ft., earth glide
Melee 2 slams +26 (4d6+18/18–20)
Space 15 ft., Reach 15 ft.
Special Attacks earth mastery, mythic power (5/day, surge +1d8), petrify, stun, trample (4d6+18, DC 30)
Spell-Like Abilities (CL 16th; concentration +16)
At will—stone shape
5/day—transmute mud to rock (DC 15)

Statistics

Str 34, Dex 8, Con 21, Int 12, Wis 13, Cha 11
Base Atk +16; CMB +30 (+34 bull rush or overrun, +32 sunder); CMD 41 (43 vs. bull rush, overrun, or sunder)
Feats Awesome Blow, CleaveM, Greater Bull Rush, Greater Overrun, Improved Bull RushB, Improved Critical (slam)M, Improved Overrun, Improved Sunder, Power AttackM
Skills Appraise +20, Climb +31, Knowledge (dungeoneering) +20, Knowledge (planes) +20, Perception +20, Sense Motive +20, Stealth +10
Languages Terran
SQ powerful blows (slam)

Ecology

Environment any (Plane of Earth)
Organization solitary, pair, or gang (3–8)
Treasure none

Special Abilities

Earth Mastery (Ex) A earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks.

Petrify (Su) If it hits a target with a slam attack, a mythic earth elemental can expend two uses of mythic power to permanently turn that target to stone. If the target succeeds at a DC 23 Fortitude save, it is slowed (as the spell) for 1d6 rounds instead of petrified. The save DC is Constitution-based.

Stun (Ex) If a mythic earth elemental strikes an opponent with two slams in 1 round, that creature must succeed at a DC 30 Fortitude save or be stunned for 1d6 rounds. The save DC is Strength-based.

Trap Weapon (Ex) A mythic earth elemental’s body traps manufactured weapons that damage it. A manufactured weapon that deals hit point damage to the elemental (after subtracting its DR) is stuck fast unless the wielder succeeds at a DC 30 Reflex save. A creature can spend a standard action to attempt a DC 30 Strength check to remove a stuck weapon. Weapons that deal only bludgeoning damage are immune to this ability. The elemental can release any number of stuck weapons as a free action. The save DC is Strength-based.

Description

Infused with the power and wisdom of the deepest, oldest stone, a mythic elder earth elemental is a rocky bulwark against progress and change. They use innate magic and their very bodies to block enemy advances and preserve treasures of the earth.