Greater Earth Elemental

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Greater Earth Elemental (CR 18)

Neutral - Huge - Outsider (Elemental, Earth)
Lore: Know (Planes)
34 51
Basic DC Full DC
Initiative
Initiative Icon 2.png
28
Perception:
40 +30
Passive Active
Ambush:
12+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
42
Man Def
Shield Icon 3.png
44
Monster Health
822 411 34
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +21
Refl: +13
Will: +16

Strong Against:

Weak Against:

Offense

Size: Huge
15 ft. 20 ft.
Space Reach
To-Hit
+29
Sword Icon 3.png
Man Off
+32
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Earthen Smash +29 (4d8+25/19-20 x2)
    as bludgeoning (physical, common)

Full Attack (Melee):

  • 3x Earthen Smash +29 (4d8+25/19-20 x2)
    as bludgeoning (physical, common)

Standard Attack (Ranged):

  • 1x Hurled Boulder +27 (4d8+25/19-20 x2)
    as bludgeoning (physical, common)
    (Increment: 50 ft.; Max Range: 250 ft.)
    plus Driving Strike

Full Attack (Ranged):

  • 3x Hurled Boulder +27 (4d8+25/19-20 x2)
    as bludgeoning (physical, common)
    (Increment: 50 ft.; Max Range: 250 ft.)
    plus Driving Strike

Siege Damage: Not siege capable

Statistics

28
STR
10
DEX
20
CON
5
INT
13
WIS
13
CHA

Skills:

Languages: Terran

Feats:

Special Abilities

Upheaval (Su) Full Attack Action

As a Full Attack Action, the earth elemental may move up to its full Earth Glide distance. This movement does not provoke attacks of opportunity and it may move underneath any enemy squares without problems. When it stops moving, the elemental heaves violently to the surface. Any enemy figure whose space is completely or partially inside the elemental's space where it stops is violently tossed aside. The elemental may move any and all creatures affected by upheaval to any square adjacent to its space. This movement defeats Knockback Resistance, since it has no maximum move defined. This is considered a forced movement and does not provoke. All creatures moved in this way may make a Reflex save versus a DC of 28. If they fail this save, they are rendered Prone adjacent to the elemental. Save or not, they take 4d8+19 points of bludgeoning (physical, common) damage.

Driving Strike (Ex) Automatic after successful Hurled Stone attack

Whenever an Earth Elemental hits a target with its Hurled Stone ranged attack, the affected creature or object will be knocked back as long as it is size Large or smaller. Unattended Objects are always Pushed one square away from the elemental. Creatures size large or smaller must make a Fort save against a DC of 28. If they make the save, they are Pushed away one square as forced movement. If they fail the save, they are Pushed away 1d4 squares instead. If the Earth Elemental makes more than one Hurled Stone attacks against the same target, the damage of the attacks is resolved first, then the forced movement is resolved all at once. Creatures which can reduce forced movement can apply this resistance to each hit separately.

Greater Earth Elemental

Greater Earth Elemental

Whether a patch of odd crystals in a ruined corridor, a pool of oddly turbulent water in a forest grove, a roaring breeze even indoors, or a cozy campfire with malevolent eyes, elementals can be found almost anywhere. Many elementals are spontaneous manifestations, creatures of elemental nature that have arisen from either natural or unnatural circumstance. Other elementals are deliberately made things, summoned or created by those with malevolent purpose, set as immortal guardians or stalkers of the world.

Elementals may be fairly common or quite rare, depending upon the setting. In all cases, elementals provide plenty of challenges and fun for those heroic enough to face them.

An earth elemental looks like a pile of rocks and dirt, perhaps with the odd plant rooting in it. When dormant, earth elementals are very hard to spot, since they might be resting ten feet underground, and even if they are on the surface, one pile of rocks and soil looks much like any other.

But when they manifest their raging essence, earth elementals are unmistakable, masses of rock and soil given terrible vitality and a fervent wish to destroy whatever has drawn their anger. Earth elementals change shape less than other sorts of elementals, but their form is certainly not fixed. They can look like anything, as long as that thing is made of stone and soil.

Combat Tactics

Earth elementals will usually lie below the surface or on the surface, waiting with infinite patience. When they detect an enemy with their tremorsense, they will use Earth Glide to investigate, again from below the surface, and will often appear near a party to give them a good look, generally checking for foes that are flying. If there are flying enemies, they almost always attack any creatures in the air in preference to creatures on the ground, using their Hurled Stone attack.

Once all foes are on the ground, or if they are engaged in melee, they will move as close as possible to the bulk of their foes and then use Earth Glide to bring off an Upheaval, to scatter their foes as widely as possible.

Earth elementals are slow, stubborn things and will rarely break off an attack once begun. If they do decide to flee, they will Earth Glide away, usually straight down and away.

Out of Combat

Earth Elementals are rarely on the Prime Material plane unless summoned. In those cases, they are bound to the service of their summoner for some period of time (often until sunset or dawn of the same day, though sometimes as long as a year and a day, in the case of powerful bindings). Those who gain access to the Prime Material plane by themselves, or escape a binding rarely survive for more than a few weeks, as this plane is too loosely packed, and unsettled.

In many cases, these unbound elementals achieve a kind of insanity before fading out, usually in their last few days before dying in this very inhospitable environment so far from their home.

Many people find it surprising that even Greater Earth Elementals are not capable of siege damage against fortifications. It seems that Earth Elementals have difficulty affecting dressed stone, and as a result, are no more capable against fortifications than other creatures.

Rewards

XP: 153,600

Treasure: Sellable Goods worth 67,889 gp.

Weight: 180 lbs.     Volume: 7.2 cu. ft.

Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.

Table 1: Remnant(s) Found
1 - 10 Nothing Found
11 - 14 1 Languid Remnant (tier 1)
15 - 17 1 Pale Remnant (tier 2)
18 - 19 1 Bright Remnant (tier 3)
20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 - 5 3 Languid Remnants (tier 1)
6 - 10 3 Pale Remnants (tier 2)
11 - 14 1 Intense Remnant (tier 4)
15 - 17 1 Blazing Remnant (tier 5)
18 - 19 1 Vital Remnant (tier 6)
20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 - 5 3 Bright Remnants (tier 3)
6 - 8 3 Intense Remnants (tier 4)
9 - 11 3 Blazing Remnants (tier 5)
12 - 14 3 Vital Remnants (tier 6)
15 - 17 1 Prime Remnant (tier 7)
18 - 19 1 Mythic Remnant (tier 8)
20 1 Empyrean Remnant (tier 9)