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Elemental, Ice

From the waist up, this icy creature's features are humanoid, but below its body is a snake-like, slithering tail.

Ice Elemental

Languages Aquan

Ecology

Environment any land or water (Plane of Water)

Organization solitary, pair, or gang (3–8)

Treasure none

Special Abilities

Ice Glide (Su) A burrowing ice elemental can pass through nonmagical ice and snow as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A control water spell cast on an area containing a burrowing ice elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Icewalking (Ex) This ability works like the spider climb spell, but the surfaces the elemental climbs must be icy. The elemental can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice.

Numbing Cold (Su) When an ice elemental deals cold damage to a creature, that creature must succeed on a Fortitude save or be staggered for 1 round. The save DC is listed in the elemental's stat block and is Constitution-based.

Snow Vision (Ex) An ice elemental can see perfectly well in snowy conditions and does not take any penalties on Perception checks while in snow.

Small Ice Elemental CR 1

XP 400

N Small outsider (air, cold, elemental, extraplanar, water)

Init –1; Senses darkvision 60 ft., snow vision; Perception +5

Defense

AC 16, touch 10, flat-footed 16 (–1 Dex, +6 natural, +1 size)

hp 13 (2d10+2)

Fort +4, Ref +2, Will +0

Immune cold, elemental traits

Weaknesses vulnerable to fire

Offense

Speed 20 ft., burrow (ice and snow only) 20 ft., swim 60 ft.

Melee slam +4 (1d4+1 plus 1d3 cold)

Special Attacks numbing cold (DC 12)

Statistics

Str 12, Dex 8, Con 13, Int 4, Wis 11, Cha 11

Base Atk +2; CMB +2; CMD 11 (can't be tripped)

Feats Power Attack

Skills Knowledge (planes) +2, Perception +5, Stealth +8, Swim +9

SQ ice glide, icewalking

Medium Ice Elemental CR 3

XP 800

N Medium outsider (air, cold, elemental, extraplanar, water)

Init +0; Senses darkvision 60 ft., snow vision; Perception +7

Defense

AC 16, touch 10, flat-footed 16 (+6 natural)

hp 30 (4d10+8)

Fort +6, Ref +4, Will +1

Immune cold, elemental traits

Weaknesses vulnerable to fire

Offense

Speed 20 ft., burrow (ice and snow only) 20 ft., swim 60 ft.

Melee slam +7 (1d6+4 plus 1d4 cold)

Special Attacks numbing cold (DC 14)

Statistics

Str 16, Dex 10, Con 15, Int 4, Wis 11, Cha 11

Base Atk +4; CMB +7; CMD 17 (can't be tripped)

Feats Cleave, Power Attack

Skills Knowledge (planes) +4, Perception +7, Stealth +7, Swim +11

SQ ice glide, icewalking

Large Ice Elemental CR 5

XP 1,600

N Large outsider (air, cold, elemental, extraplanar, water)

Init +5; Senses darkvision 60 ft., snow vision; Perception +11

Defense

AC 17, touch 10, flat-footed 16 (+1 Dex, +7 natural, –1 size)

hp 68 (8d10+24)

Fort +9, Ref +7, Will +2

DR 5/—; Immune cold, elemental traits

Weaknesses vulnerable to fire

Offense

Speed 20 ft., burrow (ice and snow only) 20 ft., swim 60 ft.

Melee 2 slams +12 (1d8+5 plus 1d6 cold)

Space 10 ft.; Reach 10 ft.

Special Attacks numbing cold (DC 17)

Statistics

Str 20, Dex 12, Con 17, Int 6, Wis 11, Cha 11

Base Atk +8; CMB +14; CMD 25 (can't be tripped)

Feats Cleave, Great Cleave, Improved Initiative, Power Attack

Skills Intimidate +11, Knowledge (planes) +9, Perception +11, Stealth +8, Swim +13

SQ ice glide, icewalking

Huge Ice Elemental CR 7

XP 3,200

N Huge outsider (air, cold, elemental, extraplanar, water)

Init +7; Senses darkvision 60 ft., snow vision; Perception +13

Defense

AC 20, touch 12, flat-footed 16 (+3 Dex, +1 dodge, +8 natural, –2 size)

hp 95 (10d10+40)

Fort +11, Ref +10, Will +3

DR 5/—; Immune cold, elemental traits

Weaknesses vulnerable to fire

Offense

Speed 20 ft., burrow (ice and snow only) 20 ft., swim 60 ft.

Melee 2 slams +15 (2d6+7 plus 1d8 cold)

Space 15 ft.; Reach 15 ft.

Special Attacks numbing cold (DC 19)

Statistics

Str 24, Dex 16, Con 19, Int 6, Wis 11, Cha 11

Base Atk +10; CMB +19; CMD 33 (can't be tripped)

Feats Cleave, Dodge, Great Cleave, Improved Initiative, Power Attack

Skills Intimidate +13, Knowledge (planes) +11, Perception +13, Stealth +8, Swim +15

SQ ice glide, icewalking

Greater Ice Elemental CR 9

XP 6,400

N Huge outsider (air, cold, elemental, extraplanar, water)

Init +8; Senses darkvision 60 ft., snow vision; Perception +16

Defense

AC 23, touch 13, flat-footed 18 (+4 Dex, +1 dodge, +10 natural, –2 size)

hp 123 (13d10+52)

Fort +12, Ref +14, Will +4

DR 10/—; Immune cold, elemental traits

Weaknesses vulnerable to fire

Offense

Speed 20 ft., burrow (ice and snow only) 20 ft., swim 60 ft.

Melee 2 slams +20 (2d8+9 plus 2d6 cold)

Space 15 ft.; Reach 15 ft.

Special Attacks numbing cold (DC 20)

Statistics

Str 28, Dex 18, Con 19, Int 8, Wis 11, Cha 11

Base Atk +13; CMB +24; CMD 39 (can't be tripped)

Feats Cleave, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Power Attack, Vital Strike

Skills Escape Artist +20, Intimidate +16, Knowledge (planes) +15, Perception +16, Stealth +12, Swim +17

SQ ice glide, icewalking

Elder Ice Elemental CR 11

XP 12,800

N Huge outsider (air, cold, elemental, extraplanar, water)

Init +9; Senses darkvision 60 ft., snow vision; Perception +19

Defense

AC 24, touch 14, flat-footed 18 (+5 Dex, +1 dodge, +10 natural, –2 size)

hp 152 (16d10+64)

Fort +14, Ref +17, Will +5

DR 10/—; Immune cold, elemental traits

Weaknesses vulnerable to fire

Offense

Speed 20 ft., burrow (ice and snow only) 20 ft., swim 60 ft.

Melee 2 slams +24 (2d10+10/19–20 plus 2d8 cold)

Space 15 ft.; Reach 15 ft.

Special Attacks numbing cold (DC 22)

Statistics

Str 30, Dex 20, Con 19, Int 10, Wis 11, Cha 11

Base Atk +16; CMB +28; CMD 44 (can't be tripped)

Feats Cleave, Combat Reflexes, Dodge, Improved Critical (slam), Improved Initiative, Lightning Reflexes, Power Attack, Vital Strike

Skills Escape Artist +24, Intimidate +19, Knowledge (planes) +19, Perception +19, Stealth +16, Swim +37

SQ ice glide, icewalking

Ice elementals are creatures made of animated snow and ice. They form in especially cold parts of the Plane of Water and along its border with the Plane of Air, where giant icebergs careen off of world-high waterfalls into the open sky. Ice elementals vary in their exact appearance.

Elemental, Lightning

This creature looks like a dark storm cloud, with sparks suggesting eyes and long sweeping arms charged with bolts of lightning.

Lightning Elemental

Languages Auran

Ecology

Environment any (Plane of Air)

Organization solitary, pair, or gang (3–8)

Treasure none

Special Abilities

Metal Mastery (Ex) A lightning elemental gains a +3 bonus on attack rolls if its opponent is wearing metal armor, is wielding a metal weapon, or is made of metal (such as an iron golem).

Spark Leap (Ex) A lightning elemental gains a +10 bonus on bull rush, disarm, overrun, and trip attacks when it charges a creature against whom its metal mastery ability applies.

Small Lightning Elemental CR 1

XP 400

N Small outsider (air, elemental, extraplanar)

Init +6; Senses darkvision 60 ft.; Perception +5

Defense

AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)

hp 11 (2d10)

Fort +3, Ref +5, Will +0

Immune electricity, elemental traits

Offense

Speed fly 100 ft. (perfect)

Melee slam +5 (1d4 plus 1d3 electricity)

Special Attacks metal mastery, spark leap

Statistics

Str 10, Dex 15, Con 10, Int 4, Wis 11, Cha 11

Base Atk +2; CMB +1; CMD 13

Feats Improved Initiative, Weapon Finesse

Skills Acrobatics +7, Escape Artist +6, Fly +12, Knowledge (planes) +1, Perception +5

Medium Lightning Elemental CR 3

XP 800

N Medium outsider (air, elemental, extraplanar)

Init +8; Senses darkvision 60 ft.; Perception +7

Defense

AC 16, touch 15, flat-footed 11 (+4 Dex, +1 dodge, +1 natural)

hp 26 (4d10+4)

Fort +5, Ref +8, Will +1

Immune electricity, elemental traits

Offense

Speed fly 100 ft. (perfect)

Melee slam +8 (1d6+3 plus 1d4 electricity)

Special Attacks metal mastery, spark leap

Statistics

Str 14, Dex 19, Con 12, Int 4, Wis 11, Cha 11

Base Atk +4; CMB +6; CMD 21

Feats Dodge, Improved Initiative, Weapon Finesse

Skills Acrobatics +11, Escape Artist +9, Fly +12, Knowledge (planes) +2, Perception +7

Large Lightning Elemental CR 5

XP 1,600

N Large outsider (air, elemental, extraplanar)

Init +10; Senses darkvision 60 ft.; Perception +11

Defense

AC 18, touch 16, flat-footed 11 (+6 Dex, +1 dodge, +2 natural, –1 size)

hp 60 (8d10+16)

Fort +8, Ref +12, Will +2

DR 5/—; Immune electricity, elemental traits

Offense

Speed fly 100 ft. (perfect)

Melee 2 slams +13 (1d8+3 plus 1d6 electricity)

Space 10 ft.; Reach 10 ft.

Special Attacks metal mastery, spark leap

Statistics

Str 16, Dex 23, Con 14, Int 6, Wis 11, Cha 11

Base Atk +8; CMB +12; CMD 29

Feats Dodge, Flyby Attack, Improved Initiative, Mobility, Weapon Finesse

Skills Acrobatics +17, Escape Artist +17, Fly +12, Knowledge (planes) +9, Perception +11

Huge Lightning Elemental CR 7

XP 3,200

N Huge outsider (air, elemental, extraplanar)

Init +12; Senses darkvision 60 ft.; Perception +13

Defense

AC 19, touch 17, flat-footed 10 (+8 Dex, +1 dodge, +2 natural, –2 size)

hp 85 (10d10+30)

Fort +10, Ref +15, Will +5

DR 5/—; Immune electricity, elemental traits

Offense

Speed fly 100 ft. (perfect)

Melee 2 slams +16 (2d6+5 plus 1d8 electricity)

Space 15 ft.; Reach 15 ft.

Special Attacks metal mastery, spark leap

Statistics

Str 20, Dex 27, Con 16, Int 6, Wis 11, Cha 11

Base Atk +10; CMB +17; CMD 36

Feats Dodge, Flyby Attack, Improved Initiative, Iron Will, Mobility, Weapon Finesse

Skills Acrobatics +21, Escape Artist +21, Fly +12, Knowledge (planes) +11, Perception +13

Greater Lightning Elemental CR 9

XP 6,400

N Huge outsider (air, elemental, extraplanar)

Init +13; Senses darkvision 60 ft.; Perception +16

Defense

AC 22, touch 18, flat-footed 12 (+9 Dex, +1 dodge, +4 natural, –2 size)

hp 110 (13d10+39)

Fort +11, Ref +17, Will +6

DR 10/—; Immune electricity, elemental traits

Offense

Speed fly 100 ft. (perfect)

Melee 2 slams +20 (2d8+6 plus 2d6 electricity)

Space 15 ft.; Reach 15 ft.

Special Attacks metal mastery, spark leap

Statistics

Str 22, Dex 29, Con 16, Int 8, Wis 11, Cha 11

Base Atk +13; CMB +21; CMD 41

Feats Blind-Fight, Dodge, Flyby Attack, Improved Initiative, Iron Will, Mobility, Power Attack, Weapon Finesse

Skills Acrobatics +25, Escape Artist +25, Fly +13, Intimidate +16, Knowledge (planes) +15, Perception +16

Elder Lightning Elemental CR 11

XP 12,800

N Huge outsider (air, elemental, extraplanar)

Init +14; Senses darkvision 60 ft.; Perception +19

Defense

AC 25, touch 19, flat-footed 14 (+10 Dex, +1 dodge, +6 natural, –2 size)

hp 136 (16d10+48)

Fort +13, Ref +20, Will +7

DR 10/—; Immune electricity, elemental traits

Offense

Speed fly 100 ft. (perfect)

Melee 2 slams +24 (2d8+8 plus 2d8 electricity)

Space 15 ft.; Reach 15 ft.

Special Attacks metal mastery, spark leap

Statistics

Str 26, Dex 31, Con 16, Int 10, Wis 11, Cha 11

Base Atk +16; CMB +26; CMD 47

Feats Blind-Fight, Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Iron Will, Mobility, Power Attack, Weapon Finesse

Skills Acrobatics +29, Escape Artist +29, Fly +14, Intimidate +19, Knowledge (planes) +19, Perception +19, Stealth +21

Though most think of the Plane of Air as a vast expanse of clear sky, that plane also holds the power of the storm, including monstrous hurricanes larger than entire worlds and thunderstorms whose peals and claps can shatter stone. Whether lightning elementals are the by-product of common air elementals spending too much time near these electrically charged storms or are merely calved off like forgotten flurries, they are aggressive and almost suicidal in their willingness to leap into battle. They particularly enjoy attacking creatures that are made of metal and creatures that wear metal armor or wield metal weapons.

Many lightning elementals have a roughly humanoid shape, but some prefer animalistic shapes (particularly birds and dragons), and a few appear to be nothing more than large disembodied heads made of dark clouds with flickering lightning tongues. Regardless of the shape a lightning elemental takes, the air around the creature hums and throbs with the promise of electrocution and the tangy stink of ozone.

Elemental, Magma

This rocky monster glows with an internal heat. Red light spills from its eyes and mouth, as well as fractures in its outer surface.

Magma Elemental

Languages Ignan

Ecology

Environment any (Plane of Fire)

Organization solitary, pair, or gang (3–8)

Treasure none

Special Abilities

Burn (Ex) A magma elemental's burn DC includes a –2 racial penalty, as their fires don't burn quite as hot as true elemental flames.

Earth Glide (Ex) A burrowing magma elemental can pass through stone, dirt, lava, 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, though the area it passes through feels warm for 1 round afterward and often retains a strangely smooth texture, as if the stone had been polished. A move earth spell cast on an area containing a burrowing magma elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Lava Puddle (Su) Once per day as a full-round action, a magma elemental can vomit forth a puddle of lava that fills its space to a depth of 2–3 inches and counts as difficult terrain. Any creature that moves through this puddle of lava takes 2d6 points of fire damage. This damage continues for 1d3 rounds after the creature leaves the lava pool, although then it only inflicts 1d6 points of fire damage per round. The lava puddle solidifies and is safe to touch after a number of rounds equal to the elemental's Hit Dice. At the GM's discretion, this puddle of lava could start secondary fires.

Small Magma Elemental CR 1

XP 400

N Small outsider (earth, elemental, extraplanar, fire)

Init +3; Senses darkvision 60 ft.; Perception +5

Defense

AC 15, touch 10, flat-footed 15 (–1 Dex, +5 natural, +1 size)

hp 11 (2d10)

Fort +3, Ref +2, Will +0

Immune fire, elemental traits

Weaknesses vulnerable to cold

Offense

Speed 20 ft., burrow 20 ft.; earth glide

Melee slam +3 (1d3 plus burn)

Special Attacks burn (1d4, DC 9), lava puddle

Statistics

Str 10, Dex 8, Con 11, Int 4, Wis 11, Cha 11

Base Atk +2; CMB +1; CMD 10

Feats Improved Initiative

Skills Knowledge (dungeoneering) +2, Perception +5, Stealth +8

SQ earth glide

Medium Magma Elemental CR 3

XP 800

N Medium outsider (earth, elemental, extraplanar, fire)

Init +3; Senses darkvision 60 ft.; Perception +7

Defense

AC 16, touch 9, flat-footed 16 (–1 Dex, +7 natural)

hp 30 (4d10+8)

Fort +6, Ref +3, Will +1

Immune fire, elemental traits

Weaknesses vulnerable to cold

Offense

Speed 20 ft., burrow 20 ft.; earth glide

Melee slam +6 (1d6+3 plus burn)

Special Attacks burn (1d4, DC 12), lava puddle

Statistics

Str 14, Dex 8, Con 15, Int 4, Wis 11, Cha 11

Base Atk +4; CMB +6; CMD 15

Feats Improved Initiative, Power Attack

Skills Knowledge (dungeoneering) +4, Perception +7, Stealth +6

Large Magma Elemental CR 5

XP 1,600

N Large outsider (earth, elemental, extraplanar, fire)

Init +3; Senses darkvision 60 ft.; Perception +11

Defense

AC 16, touch 8, flat-footed 16 (–1 Dex, +8 natural, –1 size)

hp 60 (8d10+16)

Fort +8, Ref +5, Will +2

DR 5/—; Immune fire, elemental traits

Weaknesses vulnerable to cold

Offense

Speed 20 ft., burrow 20 ft.; earth glide

Melee 2 slams +11 (1d8+4 plus burn)

Space 10 ft.; Reach 10 ft.

Special Attacks burn (1d6, DC 14), lava puddle

Statistics

Str 18, Dex 8, Con 15, Int 6, Wis 11, Cha 11

Base Atk +8; CMB +13; CMD 22

Feats Cleave, Improved Bull Rush, Improved Initiative, Power Attack

Skills Climb +15, Knowledge (dungeoneering) +9, Perception +11, Stealth +6

Huge Magma Elemental CR 7

XP 3,200

N Huge outsider (earth, elemental, extraplanar, fire)

Init +3; Senses darkvision 60 ft.; Perception +13

Defense

AC 17, touch 7, flat-footed 17 (–1 Dex, +10 natural, –2 size)

hp 85 (10d10+30)

Fort +10, Ref +6, Will +3

DR 5/­—; Immune fire, elemental traits

Weaknesses vulnerable to cold

Offense

Speed 20 ft., burrow 20 ft.; earth glide

Melee 2 slams +14 (2d6+6 plus burn)

Space 15 ft.; Reach 15 ft.

Special Attacks burn (1d8, DC 16), lava puddle

Statistics

Str 22, Dex 8, Con 17, Int 6, Wis 11, Cha 11

Base Atk +10; CMB +18; CMD 27

Feats Cleave, Greater Bull Rush, Improved Bull Rush, Improved Initiative, Power Attack

Skills Climb +19, Knowledge (dungeoneering) +11, Perception +13, Stealth +4

Greater Magma Elemental CR 9

XP 6,400

N Huge outsider (earth, elemental, extraplanar, fire)

Init +3; Senses darkvision 60 ft.; Perception +16

Defense

AC 19, touch 7, flat-footed 19 (–1 Dex, +12 natural, –2 size)

hp 123 (13d10+52)

Fort +12, Ref +7, Will +4

DR 10/—; Immune fire, elemental traits

Weaknesses vulnerable to cold

Offense

Speed 20 ft., burrow 20 ft.; earth glide

Melee 2 slams +18 (2d8+7 plus burn)

Space 15 ft.; Reach 15 ft.

Special Attacks burn (2d6, DC 18), lava puddle

Statistics

Str 24, Dex 8, Con 19, Int 8, Wis 11, Cha 11

Base Atk +13; CMB +22; CMD 31

Feats Cleave, Greater Bull Rush, Greater Overrun, Improved Bull Rush, Improved Initiative, Improved Overrun, Power Attack

Skills Climb +23, Intimidate +16, Knowledge (dungeoneering) +15, Perception +16, Stealth +7

Elder Magma Elemental CR 11

XP 12,800

N Huge outsider (earth, elemental, extraplanar, fire)

Init +3; Senses darkvision 60 ft.; Perception +19

Defense

AC 25, touch 7, flat-footed 25 (–1 Dex, +18 natural, –2 size)

hp 152 (16d10+64)

Fort +14, Ref +9, Will +5

DR 10/—; Immune fire, elemental traits

Weaknesses vulnerable to cold

Offense

Speed 20 ft., burrow 20 ft.; earth glide

Melee 2 slams +22 (3d6+8 plus burn)

Space 15 ft.; Reach 15 ft.

Special Attacks burn (3d6, DC 20), lava puddle

Statistics

Str 26, Dex 8, Con 19, Int 10, Wis 11, Cha 11

Base Atk +16; CMB +26; CMD 35

Feats Cleave, Greater Bull Rush, Greater Overrun, Improved Bull Rush, Improved Initiative, Improved Overrun, Power Attack, Vital Strike

Skills Climb +27, Intimidate +19, Knowledge (dungeoneering) +19, Knowledge (planes) +19, Perception +19, Stealth +10

In the border areas between the Plane of Earth and Plane of Fire, volcanoes and continent-sized lava flows are commonplace. Elementals in this area tend to have aspects of both planes, and the typical sort is the magma elemental, an earth elemental with a core of liquid fire. Magma elementals generally have a somewhat feral or bestial appearance.

Elemental, Mud

This animate pile of mud seems barely able to maintain the semblance of a humanoid form made of dripping sludge.

Mud Elemental

Languages Terran

Ecology

Environment any land or water (Plane of Earth)

Organization solitary, pair, or gang (3–8)

Treasure none

Special Abilities

Earth Glide (Ex) A burrowing mud elemental can pass through dirt, gravel, or other loose or porous solid matter as easily as a fish swims through water. It cannot use this ability to pass through a solid barrier such as a stone or brick wall. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing mud elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Entrap (Ex) The mud from an elemental's entrap ability can be washed away in 1d3 rounds of immersion in water.

Small Mud Elemental CR 1

XP 400

N Small outsider (earth, elemental, extraplanar, water)

Init –1; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +5

Defense

AC 16, touch 10, flat-footed 16 (–1 Dex, +6 natural, +1 size)

hp 13 (2d10+2)

Fort +4, Ref +2, Will +0

Immune acid, elemental traits

Offense

Speed 20 ft., burrow 10 ft., swim 30 ft.; earth glide

Melee slam +5 (1d4+3 plus entrap)

Special Attacks entrap (DC 12, 10 minutes, hardness 5, hp 5)

Statistics

Str 14, Dex 8, Con 13, Int 4, Wis 11, Cha 11

Base Atk +2; CMB +3; CMD 12

Feats Improved Bull Rush, Power Attack

Skills Climb +6, Escape Artist +3, Knowledge (planes) +1, Perception +5, Stealth +7, Swim +10

Medium Mud Elemental CR 3

XP 800

N Medium outsider (earth, elemental, extraplanar, water)

Init +0; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +7

Defense

AC 16, touch 10, flat-footed 16 (+6 natural)

hp 30 (4d10+8)

Fort +6, Ref +4, Will +1

Immune acid, elemental traits

Offense

Speed 20 ft., burrow 10 ft., swim 30 ft.; earth glide

Melee slam +7 (1d6+4 plus entrap)

Special Attacks entrap (DC 14, 10 minutes, hardness 5, hp 5)

Statistics

Str 16, Dex 10, Con 15, Int 4, Wis 11, Cha 11

Base Atk +4; CMB +7; CMD 17

Feats Cleave, Improved Bull Rush, Power Attack

Skills Climb +8, Escape Artist +5, Knowledge (planes) +2, Perception +7, Stealth +5, Swim +11

Large Mud Elemental CR 5

XP 1,600

N Large outsider (earth, elemental, extraplanar, water)

Init +1; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +11

Defense

AC 17, touch 10, flat-footed 16 (+1 Dex, +7 natural, –1 size)

hp 68 (8d10+24)

Fort +9, Ref +7, Will +2

DR 5/—; Immune acid, elemental traits

Offense

Speed 20 ft., burrow 10 ft., swim 30 ft.; earth glide

Melee 2 slams +12 (1d8+5 plus entrap)

Space 10 ft.; Reach 10 ft.

Special Attacks entrap (DC 17, 10 minutes, hardness 10, hp 10)

Statistics

Str 20, Dex 12, Con 17, Int 4, Wis 11, Cha 11

Base Atk +8; CMB +14; CMD 25

Feats Cleave, Great Cleave, Greater Bull Rush, Improved Bull Rush, Power Attack

Skills Climb +12, Escape Artist +8, Knowledge (planes) +4, Perception +11, Stealth +4, Swim +13

Huge Mud Elemental CR 7

XP 3,200

N Huge outsider (earth, elemental, extraplanar, water)

Init +3; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +13

Defense

AC 20, touch 12, flat-footed 16 (+3 Dex, +1 dodge, +8 natural, –2 size)

hp 95 (10d10+40)

Fort +11, Ref +10, Will +3

DR 5/—; Immune acid, elemental traits

Offense

Speed 20 ft., burrow 10 ft., swim 30 ft.; earth glide

Melee 2 slams +15 (2d6+7 plus entrap)

Space 15 ft.; Reach 15 ft.

Special Attacks entrap (DC 19, 10 minutes, hardness 5, hp 15)

Statistics

Str 24, Dex 16, Con 19, Int 6, Wis 11, Cha 11

Base Atk +10; CMB +19; CMD 33

Feats Cleave, Dodge, Great Cleave, Greater Bull Rush, Improved Bull Rush, Power Attack

Skills Climb +17, Escape Artist +13, Knowledge (planes) +7, Perception +13, Stealth +8, Swim +15

Greater Mud Elemental CR 9

XP 6,400

N Huge outsider (earth, elemental, extraplanar, water)

Init +4; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +16

Defense

AC 22, touch 13, flat-footed 17 (+4 Dex, +1 dodge, +9 natural, –2 size)

hp 123 (13d10+52)

Fort +12, Ref +14, Will +4

DR 10/—; Immune acid, elemental traits

Offense

Speed 20 ft., burrow 10 ft., swim 30 ft.; earth glide

Melee 2 slams +20 (2d8+9 plus entrap)

Space 15 ft.; Reach 15 ft.

Special Attacks entrap (DC 20, 10 minutes, hardness 10, hp 15)

Statistics

Str 28, Dex 18, Con 19, Int 8, Wis 11, Cha 11

Base Atk +13; CMB +24; CMD 39

Feats Awesome Blow, Cleave, Dodge, Great Cleave, Greater Bull Rush, Improved Bull Rush, Lightning Reflexes, Power Attack

Skills Climb +25, Escape Artist +20, Knowledge (planes) +15, Perception +16, Stealth +12, Swim +17

Elder Mud Elemental CR 11

XP 12,800

N Huge outsider (earth, elemental, extraplanar, water)

Init +5; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +19

Defense

AC 23, touch 14, flat-footed 17 (+5 Dex, +1 dodge, +9 natural, –2 size)

hp 152 (16d10+64)

Fort +14, Ref +17, Will +5

DR 10/—; Immune acid, elemental traits

Offense

Speed 20 ft., burrow 10 ft., swim 30 ft.; earth glide

Melee 2 slams +24 (2d10+10/19–20 plus entrap)

Space 15 ft.; Reach 15 ft.

Special Attacks entrap (DC 22, 10 minutes, hardness 10, hp 15)

Statistics

Str 30, Dex 20, Con 19, Int 10, Wis 11, Cha 11

Base Atk +16; CMB +28; CMD 44

Feats Awesome Blow, Cleave, Dodge, Great Cleave, Greater Bull Rush, Improved Bull Rush, Improved Critical (slams), Lightning Reflexes, Power Attack

Skills Climb +29, Escape Artist +24, Intimidate +19, Knowledge (planes) +19, Perception +19, Stealth +16, Swim +18

Where the Plane of Earth borders the Plane of Water, a mixing of the fundamental elements occurs—it is in this borderland that the mud elementals dwell. Scorned by earth and water elementals, mud elementals usually look like vaguely recognizable blobs of mud in the shape of a Material Plane creature, whether a humanoid, an animal, or even an immense insect. The exact density of their muddy bodies varies—some might be composed of silty water, while others are thick, like river clay. Large and powerful mud elementals tend to have worm-like, reptilian, or frog-like forms.