Monday, January 3, 2011

General Rules: Monsters - Earth Elemental, Small

Earth Elemental, Small (from the Monster Manual)
Small Elemental [Earth, Extraplanar]

Hit Dice: 2d8+2 (11 hit points)
Initiative: -1
Speed: 20 feet
Armor Class: 17 (+1 size, -1 Dexterity, +7 natural); touch 10; flat-footed 17
BAB/Grapple: +1/+0
Attack: Slam +5 melee (1d6+4, bludgeoning, 20 x2)
Full Attack: Slam +5 melee (1d6+4, bludgeoning, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Earth mastery, push
Special Qualities: Darkvision 60 feet, earth glide, elemental traits
Saves: Fortitude +4, Reflex -1, Will +0
Abilities: Str 17, Int 4, Wis 11, Dex 8, Con 13, Cha 11
Skills: Listen +3, Spot +2
Feats: Power Attack
Environment: Elemental Plane of Earth
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Usually neutral
Advancement: 3 Hit Dice (Small)

Earth elementals are immensely strong and tough. They seldom leave their home plane except when summoned elsewhere by a spell. When summoned to the Three Worlds, an earth elemental consists of whatever types of dirt, stones, precious metals, and gems it was conjured from. A Small earth elemental is about 4 feet tall and weighs about 80 pounds.

Earth elementals speak Terran, but rarely choose to do so. An earth elemental's voice sounds like an echo in a deep tunnel, the rumbling or an earthquake, or the grinding of plates of stone.

Though an earth elemental moves slowly, it is a relentless opponent. It can travel through solid ground or stone as easily as humans walk on the earth's surface. It cannot swim, however, and must either walk around a body of water or go through the ground under it. An earth elemental can move along the bottom of a body of water, but prefers not to.

Earth Mastery (Ex): An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a -4 penalty on attack and damage rolls. These modifiers are not included in the statistics block.

Earth Glide (Ex): An earth elemental 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 elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Push (Ex): An earth elemental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the elemental's opposed Strength checks.

Elemental Traits: Immune to poison, sleep effects, paralysis, and stunning; not subject to critical hits or flanking. Elementals do not eat, sleep, or breathe. Cannot be raised, reincarnated, or resurrected except by limited wish, wish, miracle, or true resurrection.

Small Earth Elementals as Familiars
Small earth elementals can serve as familiars for characters eligible to obtain familiars including arcane engineers, hexblades, mind weavers, shadowsworn, sorcerers, and wizards. To do so, the character must be be a terran creature, have terran blood, or terran heritage, take the Improved Familiar feat, and be at least a 5th-level caster.

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