Small Earth Elemental: Difference between revisions

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{{Template:Monster
{{Template:Monster
| CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}}
| CR | 1
  }}</onlyinclude>


| MonsterName = Elemental, Small Earth (Summoned)
| MonsterName = Elemental, Small Earth (Summoned)
| CR = 1


| Image = stone_golem_army.jpg
| Image = stone_golem_army.jpg
   <!--Value: file name and extension only (e.g. "monster_picture.jpg")-->
   <!-- Value: file name and extension only (e.g. monster_picture.jpg) -->


| Role =  
| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
   <!--Values: Heavy, Killer, Leader, Minion, Shooter, Sneak, Tank, Threat, Villain, or leave blank-->
| Role |
   <!-- Values: Heavy, Killer, Leader, Minion, Shooter, Sneak, Tank, Threat, Villain, or leave blank -->
  }}</onlyinclude>


| Description = {{:Elementals}}
| Description = {{:Elementals}}
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| Alignment = Neutral
| Alignment = Neutral
   <!--Values: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil-->
   <!-- Values: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil -->


| Size = Small
| Size = Small
   <!--Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic-->
   <!-- Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic -->


| Type = Outsider
| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
   <!--Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin-->
| Type | Outsider
   <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
  }}</onlyinclude>


| Subtype = Elemental; Earth
| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
   <!--If any-->
| Subtype | Elemental; Earth
   <!-- If any -->
  }}</onlyinclude>
 
| NudgeBasicLoreValue =
  <!-- This field lets you alter the DC of the basic knowledge check for this monster -->
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeFullLoreValue =
  <!-- This field lets you alter the DC of the full knowledge check for this monster -->
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeInit =  
| NudgeInit =  
   <!--CR 1 INITIATIVE = +1 -->
   <!-- CR 1 INITIATIVE = +1 -->
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


| Senses = [[Darkvision]] 60 ft., [[Tremorsense]] 60 ft.
| Senses = [[Standard Senses]], [[Darkvision]] 60 ft., [[Tremorsense]] 60 ft.
   <!--List the sense type and the distance it can perceive (e.g. "Standard Darkvision 60 ft.")-->
   <!-- List the sense type and distance (in feet). (E.g. "[[Darkvision]] 60 ft.") -->
  <!--  [[Standard Senses]], [[Blind]] to Vision, [[Blind]] to Sound, [[Blind]] to Smell  -->
  <!--  [[Low-Light Vision]], [[Darkvision]], [[Heartsight]]                              -->
  <!--  [[Keen Hearing]], [[Precise Hearing]], [[Echolocation]]                          -->
  <!--  [[Scent]], [[Keen Scent]], [[Perfect Scent]]                                      -->
  <!--  [[Tremorsense]], [[Blindsense]], [[Lifesense]]                                    -->


| NudgePerception =  
| NudgePerception =  
   <!--CR 1 PERCEPTION = +4 -->
   <!-- CR 1 PERCEPTION = +4 -->
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8-->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


| NudgeAC =  
| NudgeAC =  
   <!--CR 1 AC = 15 -->
   <!-- CR 1 AC = 14 -->
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeTouchAC =  
| NudgeTouchAC =  
   <!--CR 1 TOUCH AC = 11 -->
   <!-- CR 1 TOUCH AC = 11 -->
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeFFAC =  
| NudgeFFAC =  
   <!--CR 1 FLAT-FOOTED AC = 13 -->
   <!-- CR 1 FLAT-FOOTED AC = 13 -->
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeCMD =
  <!-- CR 1 CMD = 15 -->
| CMDNotes =
  <!-- Values: Text about specific bonuses to CMD (e.g. "+4 vs Grapples") -->


| NudgeHitPoints = 3
| NudgeHitPoints =  
   <!--CR 1 HIT POINTS = 20 -->
   <!-- CR 1 HIT POINTS = 20 -->
   <!--Values: any positive or negative number, or leave blank. Added to the base HP total (after role, if any).-->
   <!-- Values: any positive or negative number, or leave blank. Added to the base HP total (after role, if any) -->




Line 62: Line 88:
| Refl =  
| Refl =  
| Will =  
| Will =  
   <!--CR 1 STRONG SAVE = +4; WEAK SAVE = +1 -->
   <!-- CR 1 STRONG SAVE = +4; WEAK SAVE = +1                     -->
   <!--Values: "S" (for Strong save), leave blank for Weak save
   <!-- Values: S (for Strong save), leave blank for Weak save
      * Most monsters have 1 strong save and 2 weak saves
        * Most monsters have 1 strong save and 2 weak saves
      * Heavies, Tanks, Threats and Villains have 2 strong saves
        * Heavies, Tanks, Threats and Villains have 2 strong saves
      * Dragons have 3 strong saves-->
        * Dragons have 3 strong saves                               -->


| NudgeFort =  
| NudgeFort =  
| NudgeRefl = -1
| NudgeRefl =  
| NudgeWill = 1
| NudgeWill =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-3 -->


| SR =  
| SR =  
   <!--Values: Y (for Yes), or leave blank-->
   <!-- Values: Y (for Yes), or leave blank -->


| NudgeSR =  
| NudgeSR =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-3 -->


| SpecialDefenses = DR 2/-
| SpecialDefenses = DR 2/-
   <!--Put any DR or ER values here-->
   <!-- Put any DR or ER values here -->


| StrongAgainst = Hardened (half damage): precision damage, critical hits
| StrongAgainst = Hardened (half damage): precision damage, critical hits
::* Immune (no effect): flanking, poison, sleep, bleed, paralysis, stunning
   <!-- Put any 'immunity' or 'hardened' values here; immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added -->
   <!--Put any 'immunity' or 'hardened' values here; immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added-->
 
| Hide-Role-Strong-Against-1 =
  <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for role (if any)) -->
 
| Hide-Type-Strong-Against-1 =
| Hide-Type-Strong-Against-2 =
| Hide-Type-Strong-Against-3 =
| Hide-Type-Strong-Against-4 =
| Hide-Type-Strong-Against-5 =
| Hide-Type-Strong-Against-6 =
  <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type (if any)) -->
 
| Hide-Subtype-Strong-Against-1 =
| Hide-Subtype-Strong-Against-2 =
| Hide-Subtype-Strong-Against-3 =
| Hide-Subtype-Strong-Against-4 =
| Hide-Subtype-Strong-Against-5 =
| Hide-Subtype-Strong-Against-6 =
  <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for subtype (if any)) -->


| WeakAgainst =  
| WeakAgainst =  
   <!--Put any 'vulnerable' or 'defenseless' values here; vulnerabilities based on type (e.g. Vermin) are automatically added-->
   <!-- Put any 'vulnerable' or 'defenseless' values here; vulnerabilities based on type (e.g. Vermin) are automatically added -->
 
| Hide-Type-Weak-Against-1 =
| Hide-Subtype-Weak-Against-1 =
  <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type and/or subtype (if any)) -->


| MoveTypes = Walk 20 ft., [[Earth Glide]] 20 ft.
| MoveTypes = [[Walk]] 20 ft., [[Earth Glide]] 20 ft.
   <!--Other move types as needed-->
   <!-- List the move type and distance (in feet). (E.g. [[Jet]] 60 ft.) -->
  <!--  [[Burrowing]], [[Tunneling]], [[Earth Glide]]        -->
  <!--  [[Lesser Climb]], [[Greater Climb]], [[Brachiating]]  -->
  <!--  [[Hover]], [[Lesser Flight]], [[Greater Flight]]      -->
  <!--  [[Lesser Swim]], [[Greater Swim]], [[Jet]]            -->
  <!--  [[Lesser Teleport]], [[Greater Teleport]]            -->
 
| NudgeSpace =
  <!-- 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 to 10 ft.                                                                                  -->
  <!-- NOTE: If type or subtype is "Troop", the space will default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) -->


| 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 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) -->




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| MeleeOrNatural = Melee
| MeleeOrNatural = Melee
   <!--REQUIRED; Values: "Melee" (for weapon-wielding monsters), or "Natural" (for natural attacks)-->
   <!-- REQUIRED; Values: "Melee" (has ONLY a Primary attack), or "Natural" (has Pri and Sec attacks) -->


| MultipliedDamageType =  
| MultipliedDamageType =  
   <!--Roles only (leave blank if no role); Values: "Attacks" (+atks/rnd), "Damage" (+damage/rnd), or "Hybrid" (default; both +atks/+dmg)-->
   <!-- Roles only (leave blank if no role); Values: "Attacks" (+atks/rnd), "Damage" (+damage/rnd), or "Hybrid" (default; both +atks/+dmg) -->




Line 109: Line 169:
<!--  PRIMARY ATTACK INFORMATION  -->
<!--  PRIMARY ATTACK INFORMATION  -->


| PriAtkName = Smash
| PriAtkName = Earthen Smash
   <!--name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite")-->
   <!-- name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite") -->


| PriAtkNotes =  
| PriAtkNotes =  
   <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
   <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
 
| PriAtkNotes-FullAtkOnly =
  <!-- use if Primary Attack does something different during a full attack; replaces PriAtkNotes value if not blank -->
 
| Override-Pri-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Override-Pri-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->


| PriAtkVSTouchAC =  
| PriAtkVSTouchAC =  
   <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->


| 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" or "swarm") -->


| NudgePriToHit =  
| NudgePriToHit =  
   <!--CR 1 PRIMARY TO-HIT = +4 -->
   <!-- CR 1 PRIMARY TO-HIT = +4 -->
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgePriDamage =  
| NudgePriDamage =  
   <!--CR 1 PRIMARY NATURAL DAMAGE = 1d8 -->
   <!-- CR 1 PRIMARY NATURAL DAMAGE = 1d8 -->
   <!--CR 1 PRIMARY MELEE DAMAGE = 1d8 -->
   <!-- CR 1 PRIMARY MELEE DAMAGE = 1d8   -->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->




Line 135: Line 206:


| SecAtkName =  
| SecAtkName =  
   <!--name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none-->
   <!-- name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none -->


| SecAtkNotes =  
| SecAtkNotes =  
   <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
   <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
 
| SecAtkNotes-FullAtkOnly =
  <!-- use if Secondary Attack does something different during a full attack; replaces SecAtkNotes value if not blank -->
 
| Override-Sec-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Override-Sec-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->


| SecAtkVSTouchAC =  
| SecAtkVSTouchAC =  
   <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->


| 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" or "swarm") -->


| NudgeSecToHit =  
| NudgeSecToHit =  
   <!--CR 1 SECONDARY TO-HIT = +4 -->
   <!-- CR 1 SECONDARY TO-HIT = +4 -->
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeSecDamage =  
| NudgeSecDamage =  
   <!--CR 1 SECONDARY NATURAL DAMAGE = 1d4 -->
   <!-- CR 1 SECONDARY NATURAL DAMAGE = 1d4 -->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->




Line 159: Line 241:


| TerAtkName =  
| TerAtkName =  
   <!--Roles only; name of tertiary attack (e.g. "Shield Bash" or "Tail Slap"); damage equal to primary attack; leave blank for none-->
   <!-- Roles only; name of tertiary attack (e.g. "Shield Bash" or "Tail Slap"); damage equal to primary attack; leave blank for none -->


| TerAtkNotes =  
| TerAtkNotes =  
   <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
   <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
 
| TerAtkNotes-FullAtkOnly =
  <!-- use if Tertiary Attack does something different during a full attack; replaces TerAtkNotes value if not blank -->
 
| Override-Ter-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Override-Ter-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->


| TerAtkVSTouchAC =  
| TerAtkVSTouchAC =  
   <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->


| 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" or "swarm") -->


| NudgeTerToHit =  
| NudgeTerToHit =  
   <!--CR 1 TERTIARY TO-HIT = +4 -->
   <!-- CR 1 TERTIARY TO-HIT = +4 -->
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeTerDamage =  
| NudgeTerDamage =  
   <!--CR 1 TERTIARY NATURAL DAMAGE = 1d8 -->
   <!-- CR 1 TERTIARY NATURAL DAMAGE = 1d8 -->
   <!--CR 1 TERTIARY MELEE DAMAGE = 1d8 -->
   <!-- CR 1 TERTIARY MELEE DAMAGE   = 1d8   -->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->




Line 184: Line 277:


| QuaAtkName =  
| QuaAtkName =  
   <!--Roles w/natural attacks only; name of quaternary attack (e.g. "Wing Slam"); damage equal to secondary attack; leave blank for none-->
   <!-- Roles w/natural attacks only; name of quaternary attack (e.g. "Wing Slam"); damage equal to secondary attack; leave blank for none -->


| QuaAtkNotes =  
| QuaAtkNotes =  
   <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
   <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
 
| QuaAtkNotes-FullAtkOnly =
  <!-- use if Quaternary Attack does something different during a full attack; replaces QuaAtkNotes value if not blank -->
 
| Override-Qua-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Override-Qua-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->


| QuaAtkVSTouchAC =  
| QuaAtkVSTouchAC =  
   <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->


| 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" or "swarm") -->


| NudgeQuaToHit =  
| NudgeQuaToHit =  
   <!--CR 1 QUATERNARY TO-HIT = +4 -->
   <!-- CR 1 QUATERNARY TO-HIT = +4 -->
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeQuaDamage =  
| NudgeQuaDamage =  
   <!--CR 1 QUATERNARY NATURAL DAMAGE = 1d4 -->
   <!-- CR 1 QUATERNARY NATURAL DAMAGE = 1d4 -->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 




<!--  RANGED ATTACK INFORMATION  -->
<!--  RANGED ATTACK INFORMATION  -->


| RangedAtkName =  
| RangedAtkName = Hurled Rock
   <!--Name of ranged attack (e.g. "Longbow" or "Hurled Rock"); if blank, monster has no ranged attack-->
   <!-- Name of ranged attack (e.g. "Longbow" or "Hurled Rock"); if blank, monster has no ranged attack -->


| HasRangedFullAttack =  
| HasRangedFullAttack =  
   <!--Values: Y (for yes), or leave blank (for no)-->
   <!-- Values: Y (for yes), or leave blank (for no) -->


| IsProjectile =  
| RangedAtkIncrementDistance = 30
   <!--Values: Y (for yes), or leave blank for thrown weapons (default is thrown)-->
   <!-- Range increment in feet (e.g. 20 ft.); -2 to hit per increment after first -->


| Increment =  
| RangedAtkNumberOfIncrements = 5
   <!--Range increment in feet (e.g. 20 ft.); max range is calculated from this-->
   <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 -->


| RangedAtkNotes =  
| RangedAtkNotes =  
   <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
   <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->


| RangedAtkNotes-FullAtkOnly =  
| RangedAtkNotes-FullAtkOnly =  
   <!--use if Ranged Attack does something different during a full attack; replaces RangedAtkNotes value if not blank-->
   <!-- use if Ranged Attack does something different during a full attack; replaces RangedAtkNotes value if not blank -->
 
| Override-Ranged-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD RANGED Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value            -->
 
| Override-Ranged-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL RANGED Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value            -->


| RangedAtkVSTouchAC =  
| RangedAtkVSTouchAC =  
   <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->


| 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" or "swarm") -->


| NudgeRangedToHit =  
| NudgeRangedToHit =  
   <!--CR 1 RANGED TO-HIT = +4 -->
   <!-- CR 1 RANGED TO-HIT = +4 -->
   <!--any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeRangedDamage =  
| NudgeRangedDamage =  
   <!--CR 1 RANGED DAMAGE = 1d8 -->
   <!-- CR 1 RANGED DAMAGE = 1d8 -->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
 
 
<!--  COMBAT MANEUVERS  -->
 
| NudgeCMB =
  <!-- CR 1 CMB = +3 -->
 
| CMBNotes =
  <!-- Values: Text about specific bonuses to CMB (e.g. "+2 on Trips") -->




Line 243: Line 366:


| SiegeDmgCapable =  
| SiegeDmgCapable =  
   <!--Values: Y (for yes), or leave blank (for no); use for monsters which can destroy fortifications-->
   <!-- Values: Y (for yes), or leave blank (for no); use for monsters which can destroy fortifications -->


| SiegeAtkName =  
| SiegeAtkName =  
   <!--Name of siege attack (e.g. "Bite" or "Hurled Rock")-->
   <!-- Name of siege attack (e.g. "Bite" or "Hurled Rock") -->


| SiegeAtkNotes =  
| SiegeAtkNotes =  
   <!--add any specials (e.g. "as negative energy" or "vs. all targets in 20 feet of impact", etc.)-->
   <!-- add any specials (e.g. "as negative energy" or "vs. all targets in 20 feet of impact", etc.) -->


| ThrownOrProjectile =  
| Override-Siege-Atk-Qty =  
   <!--Values: Thrown (for thrown attack), Projectile (for projectile attack) or leave blank for melee attack (default is melee)-->
   <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for SIEGE Attack)   -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->


| SiegeAtkIncrement =  
| SiegeAtkIncrement =  
   <!--Only used of above field is not blank; Range increment in feet (e.g. 20 ft.); max range is calculated from this-->
   <!-- Only used if this field is not blank; Range increment in feet (e.g. 20); number only (i.e. don't include "ft."); max range is calculated from this -->
 
| SiegeAtkNumberOfIncrements =
  <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 -->


| NudgeSiegeCMB =  
| NudgeSiegeCMB =  
   <!--CR 1 SIEGE CMB = +3 -->
   <!-- CR 1 SIEGE CMB = +3 -->
   <!--any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeSiegeDamage =  
| NudgeSiegeDamage =  
   <!--CR 1 SIEGE DAMAGE = 1d2-1 -->
   <!-- CR 1 SIEGE DAMAGE = 1d6-4 -->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->




Line 274: Line 401:
| Wis = 11
| Wis = 11
| Cha = 11
| Cha = 11
| NudgeCMB =
  <!--CR 1 CMB = +3 -->
| CMBNotes =
  <!--Values: Text about specific bonuses to CMB (e.g. "+2 on Trips")-->
| NudgeCMD =
  <!--CR 1 CMD = 15 -->
| CMDNotes =
  <!--Values: Text about specific bonuses to CMD (e.g. "+4 vs Grapples")-->




Line 292: Line 409:
| Feat3 =  
| Feat3 =  
| Feat4 =  
| Feat4 =  
   <!--Just the feat name; will be autolinked, and ShortDesc added-->
   <!-- Just the feat name; will be autolinked, and ShortDesc added -->




Line 302: Line 419:
| Skill4 =
| Skill4 =


| NudgeSkill1 = 2
| NudgeSkill1 =  
| NudgeSkill2 = 4
| NudgeSkill2 =
| NudgeSkill3 =
| NudgeSkill3 =
| NudgeSkill4 =
| NudgeSkill4 =
   <!--CR 1 SKILLS = +4 -->
   <!-- CR 1 SKILLS = +4 -->
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8-->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
 
| Skill1Notes =
| Skill2Notes =
| Skill3Notes =
| Skill4Notes =
  <!-- Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass") -->




Line 313: Line 436:


| Languages = Terran
| Languages = Terran
   <!--Comma-separated list-->
   <!-- Comma-separated list -->




Line 322: Line 445:


| HideRoleReminder1 =  
| HideRoleReminder1 =  
   <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
   <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->


| HideRoleReminder2 =  
| HideRoleReminder2 =  
   <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
   <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->


| HideRoleReminder3 =  
| HideRoleReminder3 =  
   <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
   <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->


| HideRoleReminder4 =  
| HideRoleReminder4 =  
   <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
   <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->




Line 340: Line 463:


| Ability-1-Type = Su
| Ability-1-Type = Su
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" -->


| Ability-1-Concentration =  
| Ability-1-Concentration =  
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it-->
   <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->


| Ability-1-Description = 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 {{#var:Special1SaveDC}}. If they fail this save, they are rendered [[Prone]] adjacent to the elemental. Save or not, they take {{#var:Special1SwiftDmg}} points of damage.
| Ability-1-Description = 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 {{#var:Special1SaveDC}}. If they fail this save, they are rendered [[Prone]] adjacent to the elemental. Save or not, they take {{#var:Special1SwiftDmg}} points of bludgeoning damage.
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below -->
   <!--Available Variables:  
   <!-- Available Variables:  
         {{#var:Special1ToHit}}      To-Hit      @ CR 1 = +4
         {{#var:Special1ToHit}}      To-Hit      @ CR 1 = +4
         {{#var:Special1TouchAttack}} Touch To-Hit @ CR 1 = +0
         {{#var:Special1TouchAttack}} Touch To-Hit @ CR 1 = 0
         {{#var:Special1SaveDC}}      Save DC      @ CR 1 = 10
         {{#var:Special1SaveDC}}      Save DC      @ CR 1 = 11
         {{#var:Special1StandardDmg}} Std Damage  @ CR 1 = 1d6+1
         {{#var:Special1StandardDmg}} Std Damage  @ CR 1 = 1d6+1
         {{#var:Special1SwiftDmg}}    Swift Damage @ CR 1 = 1d4
         {{#var:Special1SwiftDmg}}    Swift Damage @ CR 1 = 1d4
         {{#var:Special1AlphaDmg}}    Alpha Damage @ CR 1 = 1d6+1
         {{#var:Special1AlphaDmg}}    Alpha Damage @ CR 1 = 1d6+1
        {{#var:Special1-Ability-Dmg}} Stat Damage @ CR 1 = 1d2
        {{#var:Special1-HitPoints}}  Hit Points  @ CR 1 = 20
        {{#var:Special1-HitDice}}    Hit Dice    @ CR 1 = 2
        {{#var:Easy-Skill-DC}}                    @ CR 1 = 4
        {{#var:Average-Skill-DC}}                @ CR 1 = 13
        {{#var:Challenging-Skill-DC}}            @ CR 1 = 15
        {{#var:Hard-Skill-DC}}                    @ CR 1 = 18
        {{#var:Impossible-Skill-DC}}              @ CR 1 = 24
     -->
     -->


| NudgeAbility1ToHit =  
| NudgeAbility1ToHit =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!-- ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility1TouchAttack =  
| NudgeAbility1TouchAttack =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!-- ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility1SaveDC =  
| NudgeAbility1SaveDC =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
   <!-- ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->


| NudgeAbility1StandardDamage =  
| NudgeAbility1StandardDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility1SwiftDamage =  
| NudgeAbility1SwiftDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility1AlphaDamage =  
| NudgeAbility1AlphaDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility1-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility1-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility1-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->




Line 378: Line 518:
<!--  SPECIAL ABILITY 2  -->
<!--  SPECIAL ABILITY 2  -->


| Ability-2-Name = Earth Glide
| Ability-2-Name =  


| Ability-2-Type = Su
| Ability-2-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->


Line 386: Line 526:
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| Ability-2-Description = Earth Glide is a much better version of burrow. Earth Glide allows the possessor to move through soil, gravel, sand, solid rock, or any other form of earth. This movement may be done without disturbing the material in the slightest, or, if you glide at half speed, a ten foot square passage may be formed that is permanent. If protection from heat is provided, Earth Glide can even be used on lava. Earth Glide cannot be used to attack from 'within' a mass of earth in any case. All attacks must be made from the surface where they are free to move.
| Ability-2-Description =  
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Available Variables:  
   <!--Available Variables:  
         {{#var:Special2ToHit}}      To-Hit      @ CR 1 = +4
         {{#var:Special2ToHit}}      To-Hit      @ CR 1 = +4
         {{#var:Special2TouchAttack}} Touch To-Hit @ CR 1 = +0
         {{#var:Special2TouchAttack}} Touch To-Hit @ CR 1 = 0
         {{#var:Special2SaveDC}}      Save DC      @ CR 1 = 10
         {{#var:Special2SaveDC}}      Save DC      @ CR 1 = 11
         {{#var:Special2StandardDmg}} Std Damage  @ CR 1 = 1d6+1
         {{#var:Special2StandardDmg}} Std Damage  @ CR 1 = 1d6+1
         {{#var:Special2SwiftDmg}}    Swift Damage @ CR 1 = 1d4
         {{#var:Special2SwiftDmg}}    Swift Damage @ CR 1 = 1d4
         {{#var:Special2AlphaDmg}}    Alpha Damage @ CR 1 = 1d6+1
         {{#var:Special2AlphaDmg}}    Alpha Damage @ CR 1 = 1d6+1
        {{#var:Special2-Ability-Dmg}} Stat Damage @ CR 1 = 1d2
        {{#var:Special2-HitPoints}}  Hit Points  @ CR 1 = 20
        {{#var:Special2-HitDice}}    Hit Dice    @ CR 1 = 2
        {{#var:Easy-Skill-DC}}                    @ CR 1 = 4
        {{#var:Average-Skill-DC}}                @ CR 1 = 13
        {{#var:Challenging-Skill-DC}}            @ CR 1 = 15
        {{#var:Hard-Skill-DC}}                    @ CR 1 = 18
        {{#var:Impossible-Skill-DC}}              @ CR 1 = 24
     -->
     -->


| NudgeAbility2ToHit =  
| NudgeAbility2ToHit =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility2TouchAttack =  
| NudgeAbility2TouchAttack =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility2SaveDC =  
| NudgeAbility2SaveDC =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->


| NudgeAbility2StandardDamage =  
| NudgeAbility2StandardDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility2SwiftDamage =  
| NudgeAbility2SwiftDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility2AlphaDamage =  
| NudgeAbility2AlphaDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility2-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility2-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility2-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->




Line 431: Line 588:
   <!--Available Variables:  
   <!--Available Variables:  
         {{#var:Special3ToHit}}      To-Hit      @ CR 1 = +4
         {{#var:Special3ToHit}}      To-Hit      @ CR 1 = +4
         {{#var:Special3TouchAttack}} Touch To-Hit @ CR 1 = +0
         {{#var:Special3TouchAttack}} Touch To-Hit @ CR 1 = 0
         {{#var:Special3SaveDC}}      Save DC      @ CR 1 = 10
         {{#var:Special3SaveDC}}      Save DC      @ CR 1 = 11
         {{#var:Special3StandardDmg}} Std Damage  @ CR 1 = 1d6+1
         {{#var:Special3StandardDmg}} Std Damage  @ CR 1 = 1d6+1
         {{#var:Special3SwiftDmg}}    Swift Damage @ CR 1 = 1d4
         {{#var:Special3SwiftDmg}}    Swift Damage @ CR 1 = 1d4
         {{#var:Special3AlphaDmg}}    Alpha Damage @ CR 1 = 1d6+1
         {{#var:Special3AlphaDmg}}    Alpha Damage @ CR 1 = 1d6+1
        {{#var:Special3-Ability-Dmg}} Stat Damage @ CR 1 = 1d2
        {{#var:Special3-HitPoints}}  Hit Points  @ CR 1 = 20
        {{#var:Special3-HitDice}}    Hit Dice    @ CR 1 = 2
        {{#var:Easy-Skill-DC}}                    @ CR 1 = 4
        {{#var:Average-Skill-DC}}                @ CR 1 = 13
        {{#var:Challenging-Skill-DC}}            @ CR 1 = 15
        {{#var:Hard-Skill-DC}}                    @ CR 1 = 18
        {{#var:Impossible-Skill-DC}}              @ CR 1 = 24
     -->
     -->


| NudgeAbility3ToHit =  
| NudgeAbility3ToHit =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility3TouchAttack =  
| NudgeAbility3TouchAttack =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility3SaveDC =  
| NudgeAbility3SaveDC =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->


| NudgeAbility3StandardDamage =  
| NudgeAbility3StandardDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility3SwiftDamage =  
| NudgeAbility3SwiftDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility3AlphaDamage =  
| NudgeAbility3AlphaDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility3-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility3-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility3-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->




Line 472: Line 646:
   <!--Available Variables:  
   <!--Available Variables:  
         {{#var:Special4ToHit}}      To-Hit      @ CR 1 = +4
         {{#var:Special4ToHit}}      To-Hit      @ CR 1 = +4
         {{#var:Special4TouchAttack}} Touch To-Hit @ CR 1 = +0
         {{#var:Special4TouchAttack}} Touch To-Hit @ CR 1 = 0
         {{#var:Special4SaveDC}}      Save DC      @ CR 1 = 10
         {{#var:Special4SaveDC}}      Save DC      @ CR 1 = 11
         {{#var:Special4StandardDmg}} Std Damage  @ CR 1 = 1d6+1
         {{#var:Special4StandardDmg}} Std Damage  @ CR 1 = 1d6+1
         {{#var:Special4SwiftDmg}}    Swift Damage @ CR 1 = 1d4
         {{#var:Special4SwiftDmg}}    Swift Damage @ CR 1 = 1d4
         {{#var:Special4AlphaDmg}}    Alpha Damage @ CR 1 = 1d6+1
         {{#var:Special4AlphaDmg}}    Alpha Damage @ CR 1 = 1d6+1
        {{#var:Special4-Ability-Dmg}} Stat Damage @ CR 1 = 1d2
        {{#var:Special4-HitPoints}}  Hit Points  @ CR 1 = 20
        {{#var:Special4-HitDice}}    Hit Dice    @ CR 1 = 2
        {{#var:Easy-Skill-DC}}                    @ CR 1 = 4
        {{#var:Average-Skill-DC}}                @ CR 1 = 13
        {{#var:Challenging-Skill-DC}}            @ CR 1 = 15
        {{#var:Hard-Skill-DC}}                    @ CR 1 = 18
        {{#var:Impossible-Skill-DC}}              @ CR 1 = 24
     -->
     -->


| NudgeAbility4ToHit =  
| NudgeAbility4ToHit =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility4TouchAttack =  
| NudgeAbility4TouchAttack =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility4SaveDC =  
| NudgeAbility4SaveDC =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->


| NudgeAbility4StandardDamage =  
| NudgeAbility4StandardDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility4SwiftDamage =  
| NudgeAbility4SwiftDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility4AlphaDamage =  
| NudgeAbility4AlphaDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility4-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility4-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility4-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->




Line 513: Line 704:
   <!--Available Variables:  
   <!--Available Variables:  
         {{#var:Special5ToHit}}      To-Hit      @ CR 1 = +4
         {{#var:Special5ToHit}}      To-Hit      @ CR 1 = +4
         {{#var:Special5TouchAttack}} Touch To-Hit @ CR 1 = +0
         {{#var:Special5TouchAttack}} Touch To-Hit @ CR 1 = 0
         {{#var:Special5SaveDC}}      Save DC      @ CR 1 = 10
         {{#var:Special5SaveDC}}      Save DC      @ CR 1 = 11
         {{#var:Special5StandardDmg}} Std Damage  @ CR 1 = 1d6+1
         {{#var:Special5StandardDmg}} Std Damage  @ CR 1 = 1d6+1
         {{#var:Special5SwiftDmg}}    Swift Damage @ CR 1 = 1d4
         {{#var:Special5SwiftDmg}}    Swift Damage @ CR 1 = 1d4
         {{#var:Special5AlphaDmg}}    Alpha Damage @ CR 1 = 1d6+1
         {{#var:Special5AlphaDmg}}    Alpha Damage @ CR 1 = 1d6+1
        {{#var:Special5-Ability-Dmg}} Stat Damage @ CR 1 = 1d2
        {{#var:Special5-HitPoints}}  Hit Points  @ CR 1 = 20
        {{#var:Special5-HitDice}}    Hit Dice    @ CR 1 = 2
        {{#var:Easy-Skill-DC}}                    @ CR 1 = 4
        {{#var:Average-Skill-DC}}                @ CR 1 = 13
        {{#var:Challenging-Skill-DC}}            @ CR 1 = 15
        {{#var:Hard-Skill-DC}}                    @ CR 1 = 18
        {{#var:Impossible-Skill-DC}}              @ CR 1 = 24
     -->
     -->


| NudgeAbility5ToHit =  
| NudgeAbility5ToHit =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility5TouchAttack =  
| NudgeAbility5TouchAttack =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility5SaveDC =  
| NudgeAbility5SaveDC =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->


| NudgeAbility5StandardDamage =  
| NudgeAbility5StandardDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility5SwiftDamage =  
| NudgeAbility5SwiftDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility5AlphaDamage =  
| NudgeAbility5AlphaDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility5-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility5-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility5-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->




Line 554: Line 762:
   <!--Available Variables:  
   <!--Available Variables:  
         {{#var:Special6ToHit}}      To-Hit      @ CR 1 = +4
         {{#var:Special6ToHit}}      To-Hit      @ CR 1 = +4
         {{#var:Special6TouchAttack}} Touch To-Hit @ CR 1 = +0
         {{#var:Special6TouchAttack}} Touch To-Hit @ CR 1 = 0
         {{#var:Special6SaveDC}}      Save DC      @ CR 1 = 10
         {{#var:Special6SaveDC}}      Save DC      @ CR 1 = 11
         {{#var:Special6StandardDmg}} Std Damage  @ CR 1 = 1d6+1
         {{#var:Special6StandardDmg}} Std Damage  @ CR 1 = 1d6+1
         {{#var:Special6SwiftDmg}}    Swift Damage @ CR 1 = 1d4
         {{#var:Special6SwiftDmg}}    Swift Damage @ CR 1 = 1d4
         {{#var:Special6AlphaDmg}}    Alpha Damage @ CR 1 = 1d6+1
         {{#var:Special6AlphaDmg}}    Alpha Damage @ CR 1 = 1d6+1
        {{#var:Special6-Ability-Dmg}} Stat Damage @ CR 1 = 1d2
        {{#var:Special6-HitPoints}}  Hit Points  @ CR 1 = 20
        {{#var:Special6-HitDice}}    Hit Dice    @ CR 1 = 2
        {{#var:Easy-Skill-DC}}                    @ CR 1 = 4
        {{#var:Average-Skill-DC}}                @ CR 1 = 13
        {{#var:Challenging-Skill-DC}}            @ CR 1 = 15
        {{#var:Hard-Skill-DC}}                    @ CR 1 = 18
        {{#var:Impossible-Skill-DC}}              @ CR 1 = 24
     -->
     -->


| NudgeAbility6ToHit =  
| NudgeAbility6ToHit =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility6TouchAttack =  
| NudgeAbility6TouchAttack =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility6SaveDC =  
| NudgeAbility6SaveDC =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->


| NudgeAbility6StandardDamage =  
| NudgeAbility6StandardDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility6SwiftDamage =  
| NudgeAbility6SwiftDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility6AlphaDamage =  
| NudgeAbility6AlphaDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility6-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility6-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility6-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->




Line 595: Line 820:
   <!--Available Variables:  
   <!--Available Variables:  
         {{#var:Special7ToHit}}      To-Hit      @ CR 1 = +4
         {{#var:Special7ToHit}}      To-Hit      @ CR 1 = +4
         {{#var:Special7TouchAttack}} Touch To-Hit @ CR 1 = +0
         {{#var:Special7TouchAttack}} Touch To-Hit @ CR 1 = 0
         {{#var:Special7SaveDC}}      Save DC      @ CR 1 = 10
         {{#var:Special7SaveDC}}      Save DC      @ CR 1 = 11
         {{#var:Special7StandardDmg}} Std Damage  @ CR 1 = 1d6+1
         {{#var:Special7StandardDmg}} Std Damage  @ CR 1 = 1d6+1
         {{#var:Special7SwiftDmg}}    Swift Damage @ CR 1 = 1d4
         {{#var:Special7SwiftDmg}}    Swift Damage @ CR 1 = 1d4
         {{#var:Special7AlphaDmg}}    Alpha Damage @ CR 1 = 1d6+1
         {{#var:Special7AlphaDmg}}    Alpha Damage @ CR 1 = 1d6+1
        {{#var:Special7-Ability-Dmg}} Stat Damage @ CR 1 = 1d2
        {{#var:Special7-HitPoints}}  Hit Points  @ CR 1 = 20
        {{#var:Special7-HitDice}}    Hit Dice    @ CR 1 = 2
        {{#var:Easy-Skill-DC}}                    @ CR 1 = 4
        {{#var:Average-Skill-DC}}                @ CR 1 = 13
        {{#var:Challenging-Skill-DC}}            @ CR 1 = 15
        {{#var:Hard-Skill-DC}}                    @ CR 1 = 18
        {{#var:Impossible-Skill-DC}}              @ CR 1 = 24
     -->
     -->


| NudgeAbility7ToHit =  
| NudgeAbility7ToHit =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility7TouchAttack =  
| NudgeAbility7TouchAttack =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility7SaveDC =  
| NudgeAbility7SaveDC =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->


| NudgeAbility7StandardDamage =  
| NudgeAbility7StandardDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility7SwiftDamage =  
| NudgeAbility7SwiftDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility7AlphaDamage =  
| NudgeAbility7AlphaDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility7-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility7-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility7-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->




Line 636: Line 878:
   <!--Available Variables:  
   <!--Available Variables:  
         {{#var:Special8ToHit}}      To-Hit      @ CR 1 = +4
         {{#var:Special8ToHit}}      To-Hit      @ CR 1 = +4
         {{#var:Special8TouchAttack}} Touch To-Hit @ CR 1 = +0
         {{#var:Special8TouchAttack}} Touch To-Hit @ CR 1 = 0
         {{#var:Special8SaveDC}}      Save DC      @ CR 1 = 10
         {{#var:Special8SaveDC}}      Save DC      @ CR 1 = 11
         {{#var:Special8StandardDmg}} Std Damage  @ CR 1 = 1d6+1
         {{#var:Special8StandardDmg}} Std Damage  @ CR 1 = 1d6+1
         {{#var:Special8SwiftDmg}}    Swift Damage @ CR 1 = 1d4
         {{#var:Special8SwiftDmg}}    Swift Damage @ CR 1 = 1d4
         {{#var:Special8AlphaDmg}}    Alpha Damage @ CR 1 = 1d6+1
         {{#var:Special8AlphaDmg}}    Alpha Damage @ CR 1 = 1d6+1
        {{#var:Special8-Ability-Dmg}} Stat Damage @ CR 1 = 1d2
        {{#var:Special8-HitPoints}}  Hit Points  @ CR 1 = 20
        {{#var:Special8-HitDice}}    Hit Dice    @ CR 1 = 2
        {{#var:Easy-Skill-DC}}                    @ CR 1 = 4
        {{#var:Average-Skill-DC}}                @ CR 1 = 13
        {{#var:Challenging-Skill-DC}}            @ CR 1 = 15
        {{#var:Hard-Skill-DC}}                    @ CR 1 = 18
        {{#var:Impossible-Skill-DC}}              @ CR 1 = 24
     -->
     -->


| NudgeAbility8ToHit =  
| NudgeAbility8ToHit =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility8TouchAttack =  
| NudgeAbility8TouchAttack =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility8SaveDC =  
| NudgeAbility8SaveDC =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->


| NudgeAbility8StandardDamage =  
| NudgeAbility8StandardDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility8SwiftDamage =  
| NudgeAbility8SwiftDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility8AlphaDamage =  
| NudgeAbility8AlphaDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility8-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility8-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility8-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->




Line 677: Line 936:
   <!--Available Variables:  
   <!--Available Variables:  
         {{#var:Special9ToHit}}      To-Hit      @ CR 1 = +4
         {{#var:Special9ToHit}}      To-Hit      @ CR 1 = +4
         {{#var:Special9TouchAttack}} Touch To-Hit @ CR 1 = +0
         {{#var:Special9TouchAttack}} Touch To-Hit @ CR 1 = 0
         {{#var:Special9SaveDC}}      Save DC      @ CR 1 = 10
         {{#var:Special9SaveDC}}      Save DC      @ CR 1 = 11
         {{#var:Special9StandardDmg}} Std Damage  @ CR 1 = 1d6+1
         {{#var:Special9StandardDmg}} Std Damage  @ CR 1 = 1d6+1
         {{#var:Special9SwiftDmg}}    Swift Damage @ CR 1 = 1d4
         {{#var:Special9SwiftDmg}}    Swift Damage @ CR 1 = 1d4
         {{#var:Special9AlphaDmg}}    Alpha Damage @ CR 1 = 1d6+1
         {{#var:Special9AlphaDmg}}    Alpha Damage @ CR 1 = 1d6+1
        {{#var:Special9-Ability-Dmg}} Stat Damage @ CR 1 = 1d2
        {{#var:Special9-HitPoints}}  Hit Points  @ CR 1 = 20
        {{#var:Special9-HitDice}}    Hit Dice    @ CR 1 = 2
        {{#var:Easy-Skill-DC}}                    @ CR 1 = 4
        {{#var:Average-Skill-DC}}                @ CR 1 = 13
        {{#var:Challenging-Skill-DC}}            @ CR 1 = 15
        {{#var:Hard-Skill-DC}}                    @ CR 1 = 18
        {{#var:Impossible-Skill-DC}}              @ CR 1 = 24
     -->
     -->


| NudgeAbility9ToHit =  
| NudgeAbility9ToHit =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility9TouchAttack =  
| NudgeAbility9TouchAttack =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility9SaveDC =  
| NudgeAbility9SaveDC =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->


| NudgeAbility9StandardDamage =  
| NudgeAbility9StandardDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility9SwiftDamage =  
| NudgeAbility9SwiftDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility9AlphaDamage =  
| NudgeAbility9AlphaDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility9-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility9-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility9-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->




Line 708: Line 984:
| CombatTactics = 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.
| CombatTactics = 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.
: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.
 




Line 715: Line 994:


| OutOfCombat = 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.
| OutOfCombat = 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.
: 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.
<!--  TREASURE AND XP  -->
| TreasureNotes =
| XPNotes =




}}
}}

Revision as of 22:13, 18 February 2017

Elemental, Small Earth (Summoned) (CR 1)

Neutral - Small - Outsider (Elemental; Earth)
Lore: Know (Planes)
2 17
Basic DC Full DC
Initiative
Initiative Icon 2.png
3
Perception:
13 +3
Passive Active
Ambush:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
14
Man Def
Shield Icon 3.png
15
Monster Health
31 15 2
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +5
Refl: +0
Will: +0

Strong Against:

  • DR 2/-
  • Hardened (half damage): precision damage, critical hits
Weak Against:

Offense

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

Standard Attack (Melee):

  • 1x Earthen Smash +3 (1d4/19-20 x2)
    as undefined damage type

Full Attack (Melee):

  • 3x Earthen Smash +3 (1d4/19-20 x2)
    as undefined damage type

Standard Attack (Ranged):

  • 1x Hurled Rock +3 (1d4/19-20 x2)
    as undefined damage type
    (Increment: 30 ft.; Max Range: 150 ft.)

Full Attack (Ranged):

Siege Damage: Not siege capable

Statistics

16
STR
8
DEX
13
CON
4
INT
11
WIS
11
CHA

Skills:

Languages: Terran

Feats:

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 . If they fail this save, they are rendered Prone adjacent to the elemental. Save or not, they take points of bludgeoning damage.

Elemental, Small Earth (Summoned)

Elemental, Small Earth (Summoned)

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.

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.

Rewards

XP: 400

Treasure: Sellable Goods worth 219 gp.

Weight: 10 lbs.     Volume: 0.4 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)