Earth Necromental, Large* (CR 6)
AC: 20 (-1 size, -1 Dex, +12 natural), touch 8, flat-footed 20
Hit Dice: 8d12 (52 hp); DR: 5/-
Fort +8, Ref +1, Will +2
Speed: 20 ft.
Space: 10 ft./10 ft.
Base Attack +6; Grapple +17
Attack: Slam +12 melee
Full Attack: 2 slams +12 melee
Damage: Slam 2d8+7 plus energy drain
Special Attacks/Actions: Create spawn, earth mastery, energy drain, push
Abilities: Str 25, Dex 8, Con -, Int 1, Wis 10, Cha 1
Special Qualities: earth glide, elemental traits, fast healing 3, undead traits
Feats: Cleave; Great Cleave; Great Fortitude; Power Attack
Skills: Listen +6 and Spot +5
Advancement: 9-15 HD (Large)
Climate/Terrain: Elemental Plane of Earth
Create Spawn (Su): An elemental slain by a necromental's energy drain attack (see below) rises as a necromental 1d4 days after death.
Earth Glide (Ex): An earth necromental 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 earth necromental flings the creature back 30 feet, stunning it for 1 round onless it makes a DC 15 Fortitude save.
Earth Mastery (Ex): An earth necromental gains a +1 bonus on attack rolls and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or warerborne, the necromental takes a -4 penalty on attack rolls and damage rolls. (These modifiers are not already calculated into the statistics above.)
Elemental Traits: An earth necromental has immunity to poison, sleep effects, paralysis, and stunning. It is not subject to critical hits or flanking. It cannot be raised, reincarnated, or resurrected (though a limited wish, wish, miracle, or true resurrection spell can restore life).
Energy Drain (Su): Living creatures hit by an earth necromental's natural weapon attack gain one negative level. An earth necromental can use its energy drain ability once per round. The save to remove the negative level 24 hours later has a DC of 14. When an earth necromental bestows a negative level on a victim, it gains 5 temporary hit points (10 on a critical hit). These temporary hit points last for up to 1 hour.
Fast Healing (Ex): An earth necromental heals 3 points of damage each round as long as it has at least 1 hit point and is within 5 feet of earth, stone, or metal.
Push (Ex): An earth necromental can start a bull rush maneuver without provoking attacks of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the necromental's opposed Strength checks.
An earth necromental smashes into combat like a typical earth elemental, though with even more devastating results, thanks to its energy drain ability.
A necromental is the undead remnant of an elemental creature. It retains only a fraction of the self-awareness that the elemental had in life, but it becomes twisted and evil.
A creature receives this subtype whenever something happens to change its original type. Some creatures (those with an inherited template) are born with this subtype; others acquire it when they take on an acquired template. The augmented subtype is always paired with the creature's original type. For example, a wizard's raven familiar is a magical beast (augmented animal). A creature with the augmented subtype usually has the traits of its current type, but the features of its original type. For example, a wizard's raven familiar has an animal's features and the traits of a magical beast.
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.