Thomil* (CR 4)
AC: 20 (-1 Dex, +11 natural), touch 10, flat-footed 20
Hit Dice: 4d8+20 (38 hp); DR: 10/magic
Fort +9, Ref +0, Will +1
Speed: 20 ft.
Space: 5 ft./5 ft.
Base Attack +3; Grapple +8
Attack: Slam +9 melee
Full Attack: Slam +9 melee
Damage: Slam 1d8+7
Special Attacks/Actions: Earth mastery, engulf, push
Abilities: Str 21, Dex 8, Con 21, Int 10, Wis 11, Cha 11
Special Qualities: Boulder defense, cold resistance 5, elemental traits, +2 save bonus against Red Wizard spells, SR 9
Feats: Power Attack; Weapon Focus (slam)
Skills: Listen +7 and Spot +7
Advancement: 5-7HD (Medium-size)
Climate/Terrain: Cold mountains
Organization: solitary or patrol (5-20)
Earth Mastery (Ex): This thomil gains a +1 bonus on attack and damage if both it and its foe touch the ground. If an opponent is airborne or waterborne, the elemental takes a -4 penalty on attack and damage.
Engulf (Ex): For this thomil, the Reflex save DC to avoid the engulf attack is 17. The thomil can attempt to engulf Small or smaller opponents. See the template description for more information.
Push (Ex): This thomil can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers granted by earth mastery also apply to the thomil's opposed Strength checks.
The sample thomil uses a medium earth elemental as the base creature.
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 only to outsiders. These creatures have mortal ancestors or a strong connection to the Material Plane and can be raised, reincarnated, or resurrected just as other living creatures can be. Creatures with this subtype are native to the Material Plane (hence the subtype's name).
Unlike true outsiders, native outsiders need to eat and sleep.