Earth Elemental, Medium (CR 3)
AC 18, touch 9; flat-footed 18 (-1 dex, +9 natural)
hp 42 (4d10+20)
Fort +8, Ref +0, Will +4
Immune Earth, elemental traits; Strong Lightning
Speed 20 ft., Burrow 20 ft.
Melee Slam +9 (1d8+7 plus 1d6 earth damage)
Space 5 ft.; Reach 5 ft.
Special Attacks Earth Mastery, Mud Gun
Spells Known (SC CL 4th, Concentration +5)
1st (DC 12) – Stone
Str 21, Dex 8, Con 18, Int 6, Wis 11, Cha 12
Base Atk +4; CMB +9; CMD 18
Feats Cleave, Improved Bull Rush*, Power Attack, Toughness
* Bonus Feat
Skills Appraise +1, Climb +10, Knowledge (Dungeoneering and Planes) +3, Perception +7, Stealth +3
SQ Earth Glide
Earth Glide (Ex)
A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leave 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 earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
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 -4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks. (These modifiers are not included in the statistics block.)
Mud Gun (Su)
Once every 1d4 rounds, an earth elemental can shoot mud out of its mouth towards a single target with an earth projectile. The earth elemental must make a ranged touch attack (+3), if it hits, the attack deals 1d6+2 earth damage and must make a Fortitude save (DC 13) or be inflicted with the Weighted status effect for 1d4 rounds. Blue mages may learn this ability as a 1st level spell (Knowledge: Planes DC 17).