This hulking, roughly humanoid creature of dirt and stone explodes up from the earth, faceless save for two glowing gemstone eyes.
Earth Elemental Spider
Speed 40 ft., burrow 40 ft., climb 40 ft.
Melee bite +17 (2d6+9 plus poison), slam +18 (2d8+9), 2 claws +13 (1d8+4)
Space 15 ft.; Reach 10 ft. (claw 5 ft.)
Special Attacks crush (Small creatures, 2d8+13, DC 22), trample
(2d8+13, DC 26)
Str 28, Dex 8, Con 19, Int 6, Wis 11, Cha 11
Base Atk +10; CMB +21; CMD 30
Feats Greater Bull Rush, Improved Bull RushB, Improved Initiative, Improved Overrun, Power Attack, Weapon Focus (slam)
Skills Climb +30, Knowledge (dungeoneering) +13, Knowledge (planes) +13, Perception +15, Stealth +7
Languages understands Common; Terran
A flying or jumping Huge or larger elemental spider can land on foes as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the spider. A crush attack affects as many creatures as fit in the spider’s space. Creatures in the affected area must succeed on a Reflex save (DC 22) or be pinned, automatically taking bludgeoning damage during the next round unless the spider moves off them. If the spider chooses to maintain the pin, it must succeed at a combat maneuver check as normal. Pinned foes take damage from the crush each round if they don’t escape. A crush attack deals the indicated damage plus 1-1/2 times the spider’s Strength bonus.
Stonemaker—injury; save Fort DC 22; frequency 1/round for 4 rounds; effect 1d2 Dexterity damage; cure 1 save. The save DC is Constitution-based.
Elemental spiders gain a +2 racial bonus to the DC of trample because of their many legs.
Mystical: Kingdom of Monsters, © 2015, Northwinter Press; author Kevin Glusing.