Earth Elemental, Elder (CR 11)
AC 23, touch 7; flat-footed 23 (-1 dex, +16 natural, -2 size)
hp 235 (16d10+176)
Fort +20, Ref +4, Will +10
DR 10/-; Immune Earth, elemental traits; Strong Lightning
Speed 20 ft., Burrow 20 ft.
Melee 2 Slams +27 (2d12+13/19-20 plus 2d6 earth damage)
Space 15 ft.; Reach 15 ft.
Special Attacks Earth Mastery, Shockwave
Spells Known (SC CL 16th, Concentration +19)
1st (DC 14) – Stone
2nd (DC 15) – Stone II
3rd (DC 16) – Stone III, Stonera
4th (DC 17) – Guard, Stoneskin
Str 37, Dex 8, Con 30, Int 10, Wis 11, Cha 17
Base Atk +16; CMB +31; CMD 40
Feats Awesome Blow, Cleave, Greater Bull Rush, Greater Overrun, Improved Bull Rush*, Improved Critical (Slam), Improved Overrun, Improved Sunder, Power Attack, Toughness
* Bonus Feat
Skills Appraise +19, Climb +32, Knowledge (dungeoneering, planes) +19, Perception +19, Stealth +10
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.)
Rock Throw (Su)
The earth elemental throws a huge boulder and hurls it at a foe. Earth Elemental makes a ranged touch attack roll against a target within 30 feet. If the attack hits (+13), he deals 3d6+6 points of earth damage and the target must make a Fortitude save (DC 21) or be inflicted with Slow status for 1d4 rounds. Blue mages may learn this ability as a 3rd level spell (Knowledge: Planes DC 21).
Shock Wave (Su)
Once every 1d3 rounds, an earth elemental cause the ground to quake that ripples from it within a 30-ft.-radius spread. Creatures within the area of effect take 8d6 points of earth damage, inflicted with the Weighted status effect, and are pushed back 5 feet per 10 damage sustained. A successful Reflex save (DC 21) reduces damage by half, negates the status effect, and stops being pushed back. Blue mages may learn this ability as a 4th level spell (Knowledge: Arcana DC 23).