Greater Earth Elemental

Greater Earth Elemental
Level 16 (+7)
"Oh no…no…that’s no earthquake, Shana…run!"
——Toran Tasslefoot, Halfling Explorer
The Greater Earth Elemental is sometimes confused with a landslide that somehow travels in any earthen environment. Comprised of a thick mass of brown to grey stone, seemingly held together with small amounts of mud, soil, and vegetation, these powerful spirits of elemental earth are tied to the land so closely, they can tear it asunder with but a thought. This allows them to rearrange the landscape to better pound their enemies into a position most advantageous to them. The Greater Earth Elemental can change its shape as it sees fit, but is consistently upwards of 20 feet around and 20 feet high, and weighs up to 70,000 lbs.
Awareness
25
Senses
Tremorsense, Darkvision
Initiative
18/1d8
Hitpoints: 181
Healing Value: 36
Resilience: +6
Morale
2
AC
23/30
Touch
20
Fort
25
Reflex
22
Will
20
Defenses
Resistances: Necrotic (Imm), Radiant (Imm), Align. Damage (Imm). Immune to Death, Disease, Paralysis, Poisons & Toxins, Sleep, Sickened & Nauseated, and Energy Damage. Daze Resist (6).
Vulnerabilities: None
Attributes / Saving Throws (1 AP)
STR
29 / 35
DEX
10 / 16
CON
21 / 27
INT
8 / 9
WIS
11 / 12
CHA
10 / 11
REC 9
Actions (+3 AP)
Standard Attacks (2 AP)
+17 vs AC (ArN 10)
Slam
3d10 + 26 (avg 43) Bludgeoning damage
Melee Reach 15ft
+17 vs AC (ArN 10)
Rock Throw
3d10 + 18 (avg 35) Bludgeoning damage
Melee Reach 15ft
3d10 + 26 (avg 43) Bludgeoning damage
Grapple +23
Special Attacks (3 AP)
+17 vs AC (ArN 10)
Heavy Slam  • Advanced
4d10 + 43 (avg 65) Bludgeoning damage
Melee Reach 15ft
The elemental strikes hard, dealing a heavy blow. On a hit, the target is also Dazed 1d4 segments.
+15 vs Reflex
Earth Rift  [Supernatural] • Advanced
3d10 + 15 (avg 32) Bludgeoning damage
Area 50ft Cone
Targets all creatures within the cone, the ground falling away beneath them, reducing the ground level by 30ft. On a hit, creatures suffer falling damage. On a miss, creatures are repositioned to the edge of the area. Exiting the pit requires a simple Climb check [DC 5].
Special: 1d8+7
Move (1 AP), Double Move (3 AP)
Shift
2 ft
Skirmish
20 ft
Sprint
40 ft
Earth Glide
40 ft
Overland Movement
40 mi/day
Qualities
Skills: Balance R5 (13), Climb R4 (16), Jump R4 (13), Stealth R4 (-1), Tumble R2 (4), Listen R2 (3), Spot R4 (7), Touch R5 (14), Coercion R5 (18), Aloofness R4 (7), Bravery R5 (13), Intuition R2 (3), Suspicion R2 (3)
Feats: Heavy Hitter, Improved Negation, Tough, Heavy Hitter, Fast Initiative
Philosophies: Rank 1 Mental, Rank 6 Physical, Rank 7 Elemental
Combat Training: Melee 3, Ranged 3, Parry 3, Fort 3, Reflex 3, Will 3
Wits: +1, Brawn: +28
Equipment: None
Charm
-1
Coercion
+18
Deception
-1
Manipulation
-1
Persuasion
-1
Aloofness
+7
Bravery
+13
Intuition
+3
Tolerance
0
Suspicion
+3
Social
Composure: 16
Languages: Primal
Motives:
Prejudices: