Earth Elemental, Elder

This hulking, roughly humanoid creature of dirt and stone explodes up from the earth, faceless save for two glowing gemstone eyes.

Elder Earth Elemental CR 11

XP 12,800
N Huge outsider (earth, elemental, extraplanar)
Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +19

DEFENSE

AC 23, touch 7, flat-footed 23 (–1 Dex, +16 natural, –2 size)
hp 168 (16d10+80)
Fort +15, Ref +4, Will +10
DR 10/—; Immune elemental traits

OFFENSE

Speed 20 ft., burrow 20 ft., earth glide
Melee 2 slams +26 (2d10+12/19–20)
Space 15 ft.; Reach 15 ft.
Special Attacks earth mastery

STATISTICS

Str 34, Dex 8, Con 21, Int 10, Wis 11, Cha 11
Base Atk +16; CMB +30; CMD 39
Feats Awesome Blow, Cleave, Greater Bull Rush, Greater Overrun, Improved Bull RushB, Improved Critical (slam), Improved Overrun, Improved Sunder, Power Attack
Skills Appraise +19, Climb +31, Knowledge (dungeoneering) +19, Knowledge (planes) +19, Perception +19, Stealth +10
Languages Terran

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.)

ECOLOGY

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

Earth elementals are plodding, stubborn creatures made of living stone or earth. When utterly still, they resemble a heap of stone or a small hill.

When an earth elemental lumbers into action, its actual appearance can vary, although its statistics remain identical to other elementals of its size. Most earth elementals look like terrestrial animals made out of rock, earth, or even crystal, with glowing gemstones for eyes. Larger earth elementals often have a stony humanoid appearance. Bits of vegetation frequently grow in the soil that makes up parts of an earth elemental’s body.

An elder earth elemental is 40 feet long and weighs 60,000 pounds

Variant: Elder Earth Elemental, Adamantine (CR 11)

[Source]

This hulking, roughly humanoid creature of black metal explodes up from the earth, faceless save for two hallow pits for eyes.

DR 15/adamantine; this replaces an elder earth elemental’s damage reduction.

Adamantine Bonds (Ex)

Once every 4 rounds as a standard action, an adamantine elemental can cause a cord made of magically hardened adamantine to come into being, extend from it (range touch +15, range 250 ft.) and wrap around a target creature; unless the creature makes a successful Ref save (DC 23) it suffers the pinned condition. Creatures that make their saving throw gain the entangled condition instead. A pinned creature can always attempt to free itself, usually through a combat maneuver check or Escape Artist check (DC equal to its CMD, usually 39) as a standard action. Entangled creatures can attempt to break free as a move action (DC 39). If a creature breaks free, the bonds disappear. The bonds cannot be damaged, broken, ruined, or even disintegrated; they are considered an attended object and will even teleport with the victim (assuming it can move itself and the elemental). Another creature can aid another in breaking the bonds. The save DC is Constitution-based.

This replaces an elder earth elemental’s earth mastery special attack.

Pull (Ex)

An adamantine elemental can choose to make a free combat maneuver check against a creature pinned or entangled with its adamantine bonds. If successful, this check pulls an opponent 20ft. closer to it. This ability only works on creatures of Huge size or smaller.

Creatures pulled in this way do not provoke attacks of opportunity and stop if the pull would move them into a solid object or creature.

This replaces an elder earth elemental’s earth glide special ability.

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