Creeping Stone (CR 6)
AC: 4 (-1 size, -5 Dex), touch 4, flat-footed 9
Hit Dice: 6d10+36 (69 hp)
Fort +8, Ref -3, Will -3
Speed: 20 ft., burrow 20 ft., climb 10 ft.
Space: 10 ft./5 ft.
Base Attack +4; Grapple +12
Attack: Slam +7 melee ( 2d4+6 plus slow)
Special Attacks/Actions: Constrict 2d4+6, engulf, improved grab, petrification, slow
Abilities: Str 18, Dex 1, Con 22, Int -, Wis 1, Cha 1
Special Qualities: earth glide, ooze traits
Skills: Climb +12 and Hide -9*
Advancement: 7-12 (Large); 13-18 (Huge)
Climate/Terrain: Elemental Plane of Earth
Constrict (Ex): On a successful grapple check, a creeping stone deals 2d4+6 points of damage. Furthermore, each round of constriction requires a new saving throw against the creeping stone's slow ability (see below).
Earth Glide (Ex): A creeping stone 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 and does not create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing creeping stone flings the creature back 30 feet, stunning it for round unless it succeeds on a DC 15 Fortitude save.
Engulf (Ex): Although it moves slowly, a creeping stone can simply mow down Medium or smaller creatures as a standard action. It cannot make a slam attack during a round in which it engulfs. The creeping stone merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the creeping stone, but if they do, they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed at a DC 17 Reflex save or be engulfed; on a success, the creature is pushed back or aside (opponent's choice) as the creeping stone moves forward. A victim already grappled by the creeping stone receives no save against an engulf attempt. The save DC is Strength-based
Engulfed creature are considered grappled and trapped within the creeping stone's body. Such a creature is subject to the creeping stone's slow and petrification attacks and must attempt a new save against each for every round in which it remains engulfed.
Improved Grab (Ex): To use this ability, a creeping stone must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Petrification (Ex): An engulfed creature must succeed on a DC 19 Fortitude save or instantly turn to stone. Success means the creature must save again each round until it either fails or is no longer engulfed in the creeping stone. The save DC is Constitution-based.
Slow (Ex): Though a creeping stone requires long-term contact to actually consume or petrify a victim, a simple touch allows the first stage of the process to begin. Any creature struck by the creeping stone (or that touches it with bare flesh) must succeed on a DC 13 Will save or be affected as though by a slow spell for 1d4 rounds. The save DC is Charisma-based and includes a +5 racial bonus.
Skills: A creeping stone has a +8 racial bonus on Climb checks and can always choose to take to on a Climb check, even If rushed or threatened. *A creeping stone has a +25 racial bonus on Hide checks made in rock or underground environments.
The creeping stone remains hidden within stone or among boulders while it waits for prey. When it senses movement, it attacks.
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.