Earth Elemental

Ernie the Earth Elemental's page

No posts. Alias of Tusk the Half-Orc.


Race

CMB +6 (+8 bull rush), CMD 15 (17 vs bull rush) | slam + 8 (1d6 + 7) | Earth Mastery | Speed 20', Burrow 20' |

Classes/Levels

Init -1, darkvision 60 ft., tremorsense 60 ft., Perception +4

Gender

Small Earth Elemental (augment summoning) | HP 17 + 2/17 (temp HP from Outsider Ties) | AC 17 T 10 FF 17 | Elemental Traits | Fort +6, Ref -1, Will +3 |

About Ernie the Earth Elemental

Ernie the Earth Elemental CR 1
XP 400
Small earth elemental (Pathfinder RPG Bestiary 122)
N Small outsider (earth, elemental, extraplanar)
Init -1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
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Defense
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AC 17, touch 10, flat-footed 17 (-1 Dex, +7 natural, +1 size)
hp 19 (2d10+8)
Fort +6, Ref -1, Will +3
Immune elemental traits
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Offense
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Speed 20 ft., burrow 20 ft.; earth glide
Melee slam +8 (1d6+7)
Special Attacks earth mastery
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Statistics
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Str 20, Dex 8, Con 17, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +6 (+8 bull rush); CMD 15 (17 vs. bull rush)
Feats Improved Bull Rush, Power Attack
Skills Acrobatics -1 (-5 to jump), Appraise +1, Climb +9, Knowledge (dungeoneering) +1, Knowledge (planes) +1, Perception +4, Stealth +7
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Special Abilities
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Burrow (20 feet) You have a Burrow speed.
Darkvision (60 feet) You can see in the dark (black and white only).
Earth Glide Burrow through any earth or stone (except metal) as a fish through water.
Earth Mastery (Ex) +1 to hit, dam, bull rush, and overrun if both self and foe are on ground, -4 if either waterborne or airborne.
Elemental Traits Elementals have many immunities.
Immunity to Bleed You are immune to bleed.
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Flanking You are immune to flanking.
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Precision Damage You are immune to Precision Damage
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Tremorsense (60 feet) Sense creatures and objects in contact with ground or water.