Earth Elemental

Sargon's Summoned Creatures's page

2 posts. Alias of Greymore.


Race

Lrg Earth Elemental(Augmented) | hp 84/84(DR 5/—) | AC 18(T8;FF18)|CMD 27(30 vs Bull rush&Overrun)|F+11 R+1 W+6

Classes/Levels

Effects: | Elemental traits:Immune to bleed/crits/flank/paralysis/poison/precision dmg/sleep/stun | Senses: darkvision 60 ft., tremorsense 60 ft.; Perception +7| Move:20'(40 w haste), burrow 20'(40 w/haste), earth glide

About Sargon's Summoned Creatures

This hulking, roughly humanoid creature of dirt and stone explodes up from the earth, faceless save for two glowing gemstone eyes.
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Elemental Large Earth CR 5
XP 1,600
Male large earth elemental (Pathfinder RPG Bestiary 122)
N Large outsider (earth, elemental, extraplanar)
Init -1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +11
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Defense
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AC 18, touch 8, flat-footed 18 (-1 Dex, +10 natural, -1 size)
hp 84 (8d10+40)
Fort +11, Ref +1, Will +6
DR 5/—; Immune elemental traits
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Offense
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Speed 20 ft., burrow 20 ft.; earth glide
Melee 2 slams +14 (2d6+16)
Space 10 ft.; Reach 10 ft.
Special Attacks earth mastery
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Statistics
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Str 28, Dex 8, Con 21, Int 6, Wis 11, Cha 11
Base Atk +8; CMB +16 (+21 bull rush, +19 overrun); CMD 27 (30 vs. bull rush, 30 vs. overrun)
Feats Cleave, Greater Bull Rush, Improved Bull Rush, Improved Overrun, Power Attack
[b]Skills
Acrobatics -1 (-5 to jump), Appraise +6, Climb +17, Knowledge (dungeoneering) +3, Knowledge (planes) +6, Perception +11, Stealth +5
Languages Terran
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Ecology
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Environment any (plane of earth)
Organization solitary, pair, or gang (3-8)
Treasure none
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Special Abilities
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Burrow (20 feet) You have a Burrow speed.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Damage Reduction (5/-) You have Damage Reduction against all attacks.
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.
Greater Bull Rush When bull rushing, foe's movement provokes AoO from your allies.
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.
Improved Overrun You don't provoke attacks of opportunity when overrunning, and foe can't choose to avoid you.
Power Attack -3/+6 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.

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