Medium Earth Elemental: Difference between revisions

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m (Text replacement - " <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet. --> <!-- NOTE: If type or subtype is "Swarm", the space will default t...)
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| CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}}
| CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}}
| CR | 5
| CR | 6
   <!-- Value: integer between 1 and 40. -->
   <!-- Value: integer between 1 and 40. -->
   }}</onlyinclude>
   }}</onlyinclude>


| Min-CR = 3
| Min-CR = 3
| Max-CR = 10
| Max-CR = 11


| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}}
| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}}
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   <!-- Put any 'immunity' or 'hardened' values here;
   <!-- Put any 'immunity' or 'hardened' values here;
         immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
         immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
           '''''Hardened (damage):'''''
           '''''Hardened (1/2 damage):'''''
           '''''Immune (no effect):'''''                                                                  -->
           '''''Immune (no effect):'''''                                                                  -->


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| NudgeReach =  
| NudgeReach =  
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.     -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.
  <!-- NOTE: If type or subtype is "Swarm", the reach will default to 0 ft.                                                                         -->
        NOTE: If role is "Swarm", only put the reach of the COMPONENT CREATURE, NOT the reach of the swarm, troop, or horde.
  <!-- NOTE: If type or subtype is "Troop", the reach will default to the normal reach for the component creature size (e.g. 5 ft. for size medium) -->
        NOTE: Swarms default to 0 ft. Troops default to the normal reach for the component creature size (e.g. 5 ft. for size medium) -->




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| PriAtkIsAuto-Hit =  
| PriAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


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| NudgePriToHit =  
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| SecAtkIsAuto-Hit =  
| SecAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeSecToHit =  
| NudgeSecToHit =  
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| TerAtkIsAuto-Hit =  
| TerAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeTerToHit =  
| NudgeTerToHit =  
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| QuaAtkIsAuto-Hit =  
| QuaAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeQuaToHit =  
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| RangedAtkIsAuto-Hit =  
| RangedAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeRangedToHit =  
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         is given the "Swarm" role. It replaces the default "Personal Space Issues" power  
         is given the "Swarm" role. It replaces the default "Personal Space Issues" power  
         (or the "Darken The Sky" power, if it is a Troop), which allows swarms to inflict
         (or the "Darken The Sky" power, if it is a Troop), which allows swarms to inflict
         the Distracted conditon when they damage a foe (or it grants an area of affect  
         the Distracted condition when they damage a foe (or it grants an area of affect  
         ranged attack if it is a troop). Leave this blank if you want the "Personal Space
         ranged attack if it is a troop). Leave this blank if you want the "Personal Space
         Issues" or "Darken the Sky" power to appear when this monster is designated as a  
         Issues" or "Darken the Sky" power to appear when this monster is designated as a  

Latest revision as of 01:58, 22 January 2023

Medium Earth Elemental (CR 6)

Neutral - Medium - Outsider (Elemental)
Lore: Know (Planes)
12 27
Basic DC Full DC
Initiative
Initiative Icon 2.png
8
Perception:
20 +10
Passive Active
Ambush:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
22
Man Def
Shield Icon 3.png
24
Monster Health
86 43 9
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +9
Refl: +2
Will: +5

Strong Against:

Weak Against:

Offense

Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+10
Sword Icon 3.png
Man Off
+12
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Earthen Smash +10 (1d8+6/19-20 x2)
    as bludgeoning (physical, common)

Full Attack (Melee):

  • 3x Earthen Smash +10 (1d8+6/19-20 x2)
    as bludgeoning (physical, common)

Standard Attack (Ranged):

  • 1x Hurled Boulder +10 (1d8+6/19-20 x2)
    as bludgeoning (physical, common)
    (Increment: 20 ft.; Max Range: 100 ft.)

Full Attack (Ranged):

  • 3x Hurled Boulder +10 (1d8+6/19-20 x2)
    as bludgeoning (physical, common)
    (Increment: 20 ft.; Max Range: 100 ft.)

Siege Damage: Not siege capable

Statistics

18
STR
8
DEX
16
CON
4
INT
11
WIS
11
CHA

Skills:

Languages: Terran

Feats:

Special Abilities

Upheaval (Su) Full Attack Action 1/Enc

Once per encounter as a full attack, the earth elemental may move up to its full Earth Glide distance. This movement does not provoke attacks of opportunity and it may move underneath any enemy squares without problems. When it stops moving, the elemental heaves violently to the surface. Any enemy figure whose space is completely or partially inside the elemental's space is violently tossed aside. The elemental may move any and all creatures affected by upheaval to any square adjacent to its space. This is considered a forced movement and does not provoke. All creatures moved in this way may make a Reflex save versus a DC of 18. If they fail this save, they are rendered Prone adjacent to the elemental. Save or not, they take 1d8+6 points of bludgeoning (physical, common) damage.

Medium Earth Elemental

Medium Earth Elemental

Whether a patch of odd crystals in a ruined corridor, a pool of oddly turbulent water in a forest grove, a roaring breeze even indoors, or a cozy campfire with malevolent eyes, elementals can be found almost anywhere. Many elementals are spontaneous manifestations, creatures of elemental nature that have arisen from either natural or unnatural circumstance. Other elementals are deliberately made things, summoned or created by those with malevolent purpose, set as immortal guardians or stalkers of the world.

Elementals may be fairly common or quite rare, depending upon the setting. In all cases, elementals provide plenty of challenges and fun for those heroic enough to face them.

An earth elemental looks like a pile of rocks and dirt, perhaps with the odd plant rooting in it. When dormant, earth elementals are very hard to spot, since they might be resting ten feet underground, and even if they are on the surface, one pile of rocks and soil looks much like any other.

But when they manifest their raging essence, earth elementals are unmistakeable, masses of rock and soil given terrible vitality and a fervent wish to destroy whatever has drawn their anger. Earth elementals change shape less than other sorts of elementals, but their form is certainly not fixed. They can look like anything, as long as that thing is made of stone and soil.

Combat Tactics

Earth elementals will usually lie below the surface or on the surface, waiting with infinite patience. When they detect an enemy with their tremorsense, they will use Earth Glide to investigate, again from below the surface, and will often appear near a party to give them a good look. If they then decide to attack, they will move as close as possible and then use Earth Glide to bring off an Upheaval, to scatter their foes as widely as possible.

Earth elementals are slow, stubborn things and will rarely break off an attack once begun. If they do decide to flee, they will Earth Glide away.

Out of Combat

Earth Elementals are rarely on the Prime Material plane unless summoned. In those cases, they are bound to the service of their summoner for some period of time (often until sunset or dawn of the same day, though sometimes as long as a year and a day, in the case of powerful bindings). Those who gain access to the Prime Material plane by themselves, or escape a binding rarely survive for more than a few weeks, as this plane is too loosely packed, and unsettled.

In many cases, these unbound elementals achieve a kind of insanity before fading out, usually in their last few days before dying in this very inhospitable environment so far from their home.

Rewards

XP: 2,400

Treasure: Sellable Goods worth 2,125 gp.

Weight: 60 lbs.     Volume: 2.4 cu. ft.

Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.

Table 1: Remnant(s) Found
1 - 10 Nothing Found
11 - 14 1 Languid Remnant (tier 1)
15 - 17 1 Pale Remnant (tier 2)
18 - 19 1 Bright Remnant (tier 3)
20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 - 5 3 Languid Remnants (tier 1)
6 - 10 3 Pale Remnants (tier 2)
11 - 14 1 Intense Remnant (tier 4)
15 - 17 1 Blazing Remnant (tier 5)
18 - 19 1 Vital Remnant (tier 6)
20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 - 5 3 Bright Remnants (tier 3)
6 - 8 3 Intense Remnants (tier 4)
9 - 11 3 Blazing Remnants (tier 5)
12 - 14 3 Vital Remnants (tier 6)
15 - 17 1 Prime Remnant (tier 7)
18 - 19 1 Mythic Remnant (tier 8)
20 1 Empyrean Remnant (tier 9)