Earthdelver (CR 1/2)
AC: 17 (+1 size, +2 Dex, +4 natural), touch 13, flat-footed 15
Hit Dice: 1d8+2 (6 hp)
Fort +4, Ref +2, Will +1
Speed: 20 ft., burrow 20 ft.
Space: 5 ft./5 ft.
Base Attack +0; Grapple -4
Attack: Claw +3 melee
Full Attack: 2 claws +3 melee (1d2) and bite -2 melee (1d3)
Damage: Claws 1d2, bite 1d3
Special Attacks/Actions: Earth mastery
Abilities: Str 10, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Special Qualities: Earth glide, elemental traits
Feats: Alertness; Weapon Finesse
Skills: Escape Artist +6, Listen +3, and Spot +3
Climate/Terrain: Elemental Plane of Earth
Earth Mastery (Ex): An earthdelver gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne, the earthdelver takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)
Earth Glide (Ex): An earthdelver can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing earthdelver flings the earthdelver back 30 feet, stunning the creature for s round unless it succeeds on a DC 15 Fortitude save.
Earthdelvers tend to focus on a single foe, attacking with claws and bites until it's dead. They're heedless of their own safety.
This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane of Earth. Earth creatures usually have burrow speeds, and most earth creatures can burrow through solid rock.