Earth Primal
| Statistic | Value |
|---|---|
| Size/Type | Medium Elemental (Earth, Extraplanar) |
| Hit Dice | 5d8+20 (42 hp) |
| Initiative | -1 |
| Speed | Burrow 40 ft. (8 squares) |
| Armor Class | 21 (-1 Dex, +12 natural), touch 9, flat-footed 21 |
| Base Attack/Grapple | +3/+7 |
| Attack | Slam +7 melee (1d8+4) or rock +2 ranged (1d6+4) |
| Full Attack | Slam +7 melee (1d8+4) or rock +2 ranged (1d6+4) |
| Space/Reach | 5 ft./5 ft. |
| Special Attacks | Spell-like abilities, shake ground, death throes |
| Special Qualities | Tremorsense 60 ft., damage reduction 5/magic, earth glide, immunities, elemental traits |
| Saves | Fort +8, Ref +0, Will +1 |
| Abilities | Str 19, Dex 8, Con 18, Int 3, Wis 10, Cha 12 |
| Skills | Listen +4, Search +8, Spot +4 |
| Feats | Cleave, Power Attack |
| Environment | Elemental Plane of Earth |
| Organization | Solitary |
| Challenge Rating | 5 |
| Treasure | None |
| Alignment | Always neutral |
| Advancement | 6–11 HD (Medium); 12–18 HD (Large) |
| Level Adjustment | ― |
Description
A volume of flawless crystal stone suddenly protrudes up through the earth, but remains partly embedded within the surrounding rock. It seems to bend and twist about with a will of its own.
An earth primal is a flawless volume of dense, crystalline stone that can move through the earth as readily as a fish swims through water. The body of the primal is free of seams, cracks, and defects that would weaken a normal stone. An earth primal must maintain constant contact with the surrounding stone, and can not jump through the air or swim in water.
Most earth primals speak a simplified dialect of Terran.
Combat
Earth primals are typically non-hostile, and only attack when provoked or whenever nearby stone is being manipulated or mined. They prefer to close with a foe and batter it with physical blows. Against flying opponents they scoop up a lump of the surrounding rock and hurl it at their foe.
Spell-Like Abilities: At will―magic stone, soften earth and mud. 3/day―spike stones (DC 15), stone shape. Caster level 5th. The save DCs are Charisma-based.
Shake Ground (Ex): At will as a free action an earth primal can cause the ground to shift and roll about in a 20-foot-radius emanation centered on itself. The surface becomes precarious and most physical actions can require a Balance skill check to complete. Earth elemental creatures are unaffected by the shaking ground.
The earth primal can end the shaking ground as a free action. The shaking always ends when the earth primal is slain.
Death Throes (Sp): When an earth primal is slain, it forms a volume of vibrating, splintering rock that shakes violently before suddenly exploding in 1d3 rounds. All creatures within a 20-foot-radius spread are dealt 4d6 points of slashing damage (Reflex half).The save DC is Constitution-based.
Earth Glide (Ex): An earth primal can glide through stone, dirt, or almost any sort of earth except metal as easily as a fish swims through water. Its burrowing 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 earth primal flings the primal back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
Immunities (Su): Earth primals are immune to disease, acid, turn to stone, and polymorph.
Skills: An earth primal has a +8 racial bonus on Search checks. Due to the sounds produced while moving through the ground, it receives a -8 racial modifier to any Move Silently checks.
Advanced Benefits
In addition to the standard changes due to Hit Dice advancement, earth primals also gain the following special benefits.
- The caster level of the spell-like abilities is equal to the Hit Dice.
- The save DC of the death throes' damage is equal to 10 + ½ HD + Constitution modifier.
- 9+ HD ― Add 3/day―transmute rock to mud to spell-like abilities.
- 11+ HD ― Use the spike stones and stone shape spell-like abilities at will. Tremorsense increases to 90 ft.
- 12+ HD ― Damage reduction improves to 10/magic. Make 2 slam attacks per round. The rock damage improves to 1d8.
- 15+ HD ― Add 1/day―earthquake to spell-like abilities.
- 18 HD ― The shake ground radius increases to 40 feet. Tremorsense increases to 120 ft.