This material is published under the OGL 1.0a.
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PRIMAL EARTH ELEMENTAL
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Earth Elemental, Primal
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Size/Type:
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Colossal Elemental (Earth, Extraplanar)
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Hit Dice:
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64d8+640 (1,048 hp hp)
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Initiative:
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–1 (Dex)
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Speed:
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20 ft., burrow 40 ft.
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Armor Class:
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49 (–8 size, –1 Dex, +48 natural), touch 1, flat-footed 49
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Base Attack/Grapple:
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+48/+80
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Attack:
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Slam +57 (4d10+24/19-20) melee
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Full Attack:
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2 slams +57 (4d10+24/19-20) melee
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Space/Reach:
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30 ft./30 ft.
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Special Attacks:
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—
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Special Qualities:
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Elemental traits, DR 15/–, SR 42
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Saves:
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Fort +46, Ref +21, Will +28
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Abilities:
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Str 43, Dex 8, Con 31, Int 8, Wis 13, Cha 13
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Skills:
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Jump +10, Listen +57, Spot +48
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Feats:
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Alertness, Cleave, Combat Reflexes, Devastating Critical (slam), Epic Prowess (×3), Epic Toughness (×6), Epic Will, Great Cleave, Improved Critical (slam), Improved Sunder, Iron Will, Lightning Reflexes, Overwhelming Critical (slam), Power Attack, Weapon Focus (slam)
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Environment:
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Any land
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Organization:
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Solitary
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Challenge Rating:
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35
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Treasure:
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None
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Alignment:
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Usually neutral
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Advancement:
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65–288 HD (Colossal)
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Level Adjustment:
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—
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Earth elementals speak Terran.
Combat
Earth Mastery (Ex): An earth elemental gains a +1 attack and damage bonus if both it and its foe touch the ground. If an opponent is airborne or water-borne, the elemental takes a –4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)
Push (Ex): An earth elemental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given for earth mastery, above, also apply to the elemental’s opposed Strength checks.
Elemental Traits: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.
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