Earth Primal

elemental · CR 4 · from Book of Beasts I
Earth Primal
StatisticValue
Size/TypeMedium Elemental (Earth, Extraplanar)
Hit Dice5d8+20 (42 hp)
Initiative-1
SpeedBurrow 40 ft. (8 squares)
Armor Class21 (-1 Dex, +12 natural), touch 9, flat-footed 21
Base Attack/Grapple+3/+7
AttackSlam +7 melee (1d8+4) or rock +2 ranged (1d6+4)
Full AttackSlam +7 melee (1d8+4) or rock +2 ranged (1d6+4)
Space/Reach5 ft./5 ft.
Special AttacksSpell-like abilities, shake ground, death throes
Special QualitiesTremorsense 60 ft., damage reduction 5/magic, earth glide, immunities, elemental traits
SavesFort +8, Ref +0, Will +1
AbilitiesStr 19, Dex 8, Con 18, Int 3, Wis 10, Cha 12
SkillsListen +4, Search +8, Spot +4
FeatsCleave, Power Attack
EnvironmentElemental Plane of Earth
OrganizationSolitary
Challenge Rating5
TreasureNone
AlignmentAlways neutral
Advancement6–11 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.

All 820 monsters in the Netbook Bestiary