Sandling (CR 2)

Large Elemental (Earth and Extraplanar)
Alignment: Always neutral
Initiative: +1 (Dex); Senses: darkvision 60 ft., Listen +5, and Spot +6


AC: 17 (-1 size, +1 Dex, +7 natural), touch 10, flat-footed 16
Hit Dice: 4d8+4 (22 hp); DR: 5/bludgeoning
Fort +5, Ref +2, Will +1
Speed: 30 ft., burrow 20 ft.
Space: 10 ft./5 ft.
Base Attack +3; Grapple +10
Attack: Bite +5 melee
Full Attack: Bite +5 melee
Damage: Bite 1d8+4
Special Attacks/Actions: -
Abilities: Str 17, Dex 13, Con 13, Int 4, Wis 11, Cha 11
Special Qualities: elemental traits, vulnerability to water
Feats: Alertness, Power Attack,
Skills: Listen +5 and Spot +6
Advancement: 5-9 HD (Large); 10-12 HD (Huge)
Climate/Terrain: Elemental Plane of Earth
Organization: Solitary
Treasure: None

Source: Web

Combat

A sandling lies in wait in its natural form until it detects an interloper in its territory. It then assumes its serpentine form and attacks with an abrasive bite.

Vulnerability to Water (Ex): For every 2 gallons of water that hit a sandling, it is slowed (as the slow spell) for 1 round (no save).

Credit: The Sandling originally appeared in the First Edition module A4 In the Dungeons of the Slave Lords (© TSR/Wizards of the Coast, 1981) and later in the First Edition Monster Manual II (© TSR/Wizards of the Coast, 1983)

Earth Subtype

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.

Extraplanar Subtype

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.