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Revision as of 20:50, 12 July 2019

Small Earth Elemental

Small Earth Elemental (CR 1)

Neutral - Small - Outsider (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 unmistakable, 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.


Lore Check: Know (Planes) (Basic: DC 2; Full: DC 17)
Init: +3
Ambush Chance: 10+ on d20 (req's 1 minute prep)
Senses: Standard Senses, Tremorsense 60 ft.
Passive Perception: 13 (Spot: +3, req's move action)


AC: 15
Maneuver Defense (MD): 16
Hit Points: 20     (Bloodied Value: 10)    Hit Dice: 2
Fort: +5    Refl: +1    Will: +1
Special Defenses:
Strong Against:
Weak Against:


Movement Types: Walk 20 ft., Earth Glide 20 ft.
Space / Reach: 5 ft. / 5 ft.
Standard Attack:
  • 1x Earthen Smash +4 (1d8/19-20 x2) as bludgeoning (physical, common)
Full Attack:
  • 3x Earthen Smash +4 (1d8/19-20 x2) as bludgeoning (physical, common)
Standard Ranged:
  • 1x Hurled Boulder +4 (1d8/19-20 x2) as bludgeoning (physical, common) (Increment: 30 ft.; Max Range: 150 ft.)
Maneuver Offense: +3
Siege Damage: Not siege capable
Special Attacks: Upheaval
Action Points: 0


Str: 16    Dex: 8    Con: 13    Int: 4    Wis: 11    Cha: 11
Languages: Terran

Special Abilities

Upheaval (Su)

Once per encounter as a full attack action, 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 13. If they fail this save, they are rendered Prone adjacent to the elemental. Save or not, they take 1d8 points of bludgeoning (physical, common) damage.

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.
If they suffer attacks from a flying foe, they will use five foot steps or Earth Glide to pull away from melee and target that foe with Hurled Rocks in preference of all other foes, and if Hurled Rocks is not being effective, they will Earth Glide under the surface of the ground to escape the ranged attacks and withdraw. In such cases they do not give treasure and xp, and will frequently follow such a foe from beneath the ground and attack again, usually while they are sleeping or during another combat.
Earth elementals are slow, stubborn things and will rarely break off a melee combat once begun. If they do decide to flee, they will Earth Glide away.

Out of Combat

Small 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.
Earth Elementals are also frequently bound to objects and structures, where they serve to strengthen and reinforce such things. It is common for such bindings to last a very, very long time, and it is possible to encounter Earth elementals in ruins, where they have escaped from being bound to the walls and foundation.
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.


XP: 400
Treasure: Sellable Goods worth 219 gp.
Weight: 20 lbs.     Volume: 1 cu ft
Optional Treasure Rules: Roll on the following table once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.
Table 1: Roll a d20:
Result Remnant Found (If Any)
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
Table 2: Roll a d20:
Result 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
Table 3: Roll a d20:
Result 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)