
| Race |
LG Celestial Earth Elemental | 1st attack Slam +9 (1d8+7)| |
| Classes/Levels |
HP: 34/34 |AC:18 T:9 FF:18,| CMD: 18 | Fort: +7, Refl: +0, Will: +4 SR 8 | ImmuneElemental Traits Resistance Acid 5, Cold 5, Electricity 5 Init: +2, Speed 20ft |
| Gender |
Positive Conditions | Negative Conditions |
About Dwayne The Rock
Dwayne The Rock
Dwayne The Rock
Celestial Earth Elemental
LG Medium Outsider (Earth, Elemental, Extraplanar)
Init: -1 Senses: Darkvision 60ft, Tremorsense 60ft, Perception +7
Strong Good Aura,
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Defenses:
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AC: 18, T:9 , FF:18 (-1 Dex, +9 Natural)
HP: 34 (4d12+12)
Fort: +7 Reflex: +0, Will: +4,
Immune[b]: Elemental Traits; SR 8, Resist Acid 5, Cold 5, Electricity 5.
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[b]Offense
Speed 20 ft., Burrow 20ft., Earth Glide
Melee 1.) Slam +9 (1d8+7)
Space 5 ft, Reach: 5ft
Special Attacks Earth Mastery, Smite Evil(1/day)
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Statistics
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Str 20, Dex 8, Con 17, Int 6, Wis 11, Cha 11.
Base Atk +4; CMB +9; CMD 18
Feats Cleave, Improved Bull Rush, Power Attack.
Skills: Appraise +1, Climb +10, Kn: Dungeon: +2, Kn: Planes: +2, Perception +7, Stealth +3.
Languages: Terran.
Earth Glide: A burrowing earth elemental can pass through stone, dirt or almost any other sort of except except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leave 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 ft, stunning the creature for 1 round unless it succeeds on a DC 15 fort save.
Earth Mastery: 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 foe takes a -4 penalty on attack and damage rolls. THese modifies apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks.
Smite Evil: Once per day, as a swift action, the celestial can smite evil as the smite evil ability of a paladin of the same level as the celestial’s hit dice. The smite persist until target is dead or the celestial rests.