Elemental, Elder, Earth (CR 11)
Huge Elemental (Earth and Extraplanar)
Alignment: Usually neutral
Initiative: -1 (Dex); Senses: darkvision 60 ft., Listen +29, and Spot +29
AC: 22 (-2 size, -1 Dex, +15 natural), touch 7, flat-footed 22
Hit Dice: 24d8+120 (228 hp); DR: 10/-
Fort +19, Ref +7, Will +10
Speed: 30 ft.
Space: 15 ft./15 ft.
Base Attack +18; Grapple +37
Attack: Slam +27 melee
Full Attack: 2 slams +27 melee
Damage: Slam 2d10+11/19-20
Special Attacks/Actions: Earth mastery, push
Abilities: Str 33, Dex 8, Con 21, Int 10, Wis 11, Cha 11
Special Qualities: Elemental, earth glide
Feats: Alertness; Awesome Blow; Cleave; Great Cleave; Improved Bull Rush; Improved Critical (slam); Improved Sunder; Iron Will; Power Attack
Skills: Listen +29 and Spot +29
Advancement: 25-48 HD (Huge)
Climate/Terrain: Elemental Plane of Earth
Though an earth elemental moves slowly it is a relentless opponent. It can travel though solid ground or stone as easily as humans walk on the earth's surface. It cannot swim, however, and, must either walk around a body of water or go through the ground under it. An earth elemental can move along the bottom of a body of water but prefers not to.
Earth Mastery (Ex): An earth elemental gains a +1 attack and damage bonus if both it and its foe touch the ground. If an opponent is airborne or waterborne, the elemental suffers a -4 penalty to attack and damage. (These modifiers are not included in the statistics block.)
Push (Ex): An earth elemental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the elemental's opposed Strength checks.
Elemental: Immune to poison, sleep, paralysis, and stun. Not subject to critical hits.
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.
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.