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Huge Earth Elemental

aHuge Earth Elemental

Earth Elemental, Huge (CR 7)

XP 3,200
N Huge Outsider (Earth, Elemental, Extraplanar)
Init -1; Senses Darkvision 60 ft., tremorsense 60 ft.; Perception +13


AC 19, touch 7; flat-footed 18 (-1 dex, +12 natural, -2 size)
hp 131 (10d10+88)
mp 19
Fort +14, Ref +2, Will +7
DR 5/-; Immune Earth, elemental traits; Strong Lightning
Weakness Wind


Speed 20 ft., Burrow 20 ft.
Melee 2 Slams +17 (2d8+9 plus 1d10 earth damage)
Space 15 ft.; Reach 15 ft.
Special Attacks Earth Mastery, Rock Throw, Shockwave
Spells Known (SC CL 10th, Concentration +12)

1st (DC 13) – Stone
2nd (DC 14) – Stone II


Str 29, Dex 8, Con 26, Int 8, Wis 11, Cha 15
Base Atk +10; CMB +21; CMD 30
Feats Awesome Blow, Cleave, Greater Bull Rush, Improved Bull Rush*, Improved Overrun, Power Attack, Toughness
* Bonus Feat
Skills Appraise +7, Climb +18, Knowledge (dungeoneering) +5, Knowledge (planes) +8, Perception +13, Stealth +4
Languages Terran
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)

Once every 1d2 rounds, 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 (+7), he deals 3d6+6 points of earth damage and the target must make a Fortitude save (DC 17) or be inflicted with Slow status for 1d4 rounds. Blue mages may learn this ability as a 3rd level spell (Knowledge: Planes DC 21).

Shockwave (Su)

Once every 1d4 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 17) 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).