Greater Sand Elemental (3.5e Creature)
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GREATER SAND ELEMENTAL
When summoned to the Material Plane, an sand elemental consists of whatever types of sand, dust, ash it was conjured from. If summoned in magically enhanced sand, dust or ash, it gains the magical properties it contains. A sand elemental cannot enter water or any other liquid. A body of water is an impassable barrier unless the sand elemental can step or jump over it.
Sand elementals speak Terran but rarely choose to do so.
Sand elementals can be crafty. They use their amorphous ability to hide until unsuspecting opponents get within range for it to use its engulfing ability. Once engaged in combat, the sand elemental attempts to engulf as many opponents as possible before using its slam attack against other creatures.
Engulf (Ex): A sand elementalcan engulf a creature of one size category or smaller as a standard action. It cannot make a slam attack during a round in which it engulfs. The sand elemental merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the sand elemental, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 35 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the creature moves forward. Engulfed opponents are considered grappled and are trapped within the sand elemental’s body. The sand elemental automatically deals slam damage to trapped opponents each round after the one in which it engulfed them. Opponents that need to breathe risk suffocation. The save DC is Strength-based.
Amorphous (Ex): Sand elementalsare amorphous and can do anything sand would be expected to do—hide perfectly atop other sand, form into dunes and drifts, and pour through small openings (although passing through an opening two size categories smaller than the creature takes a full-round action). While hiding in areas with sand, they gain a +10 bonus to their SRD:Hide skill checks.
Sand Sift (Ex): An sand elemental can sift through sand as easily as a fish swims through water. Its sifting 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 sand elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
Brownout (Ex): The dust cloud that surrounds a sand elemental produces a constant condition of brownout, a common side effect of sandstormsSandstorm. Creatures within 10 feet of a sand elemental take a –4 penalty on Dexterity-based skill checks, as well as Search, Spot, and any other checks that rely on vision. These effects end when the creature leaves the 10-foot area around a sand elemental. The sand elemental can suppress this ability and reactivate it as a free action.
Stifle (Ex): When a sand elemental strikes a living creature, some of the sand that forms its body forces its way into its opponent’s mouth and nose, causing that creature to suffocate. The opponent must make an immediate DC 10 Constitution check, repeated each round with the DC increasing by 1 for each previous check, until it can clear the sand from its lungs. A stifled creature can clear the sand from its blocked airways by spending a full-round action that provokes attacks of opportunity. When the opponent fails a Constitution check, it begins to suffocate.