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Elemental AvalancheCreature 11


NHugeEarthElemental
Source Pathfinder Bestiary
Perception +20 (darkvision, tremorsense (imprecise) 90 feet)
Languages Terran
Skills Athletics +24, Stealth +14
Str +7, Dex -1, Con +8, Int +0, Wis +3, Cha -1

AC 32; Fort +26; Reflex +17; Will +21;
HP 215
Speed 25 feet (burrow 25 feet)
Immunities bleed, paralyzed, poison, sleep

Fist One Action +24 (+19, +14) to hit (reach 20) 2d12+11 Bludgeoning
Rock One Action +24 (+19, +14) to hit (brutal, range increment 80) 2d12+7 Bludgeoning

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Tremorsense (Imprecise) 90 feet

Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.

Earthbound

When not touching solid ground, the elemental avalanche is Slowed 1, can't use reactions, and can't Trample.

Crumble Reaction

Trigger The elemental avalanche takes damage from a hostile source while atop rock or earth.


Effect The elemental avalanche crumbles into the ground, Burrowing down 10 feet. This Burrowing does not trigger reactions.

The elemental avalanche can't Crumble again for 1d4 rounds.

Spike Stones (aura, earth, primal, transmutation)

10 feet Aura


Spikes of rock rise up from all stone surfaces in the emanation, creating difficult terrain. A creature moving in the terrain takes 2d8 piercing damage for each square of spikes it moves into (a Large or larger creature takes damage only once for each square it moves, even if its space covers multiple squares of spikes). Creatures with the earth trait ignore all effects within the area.

The elemental avalanche can disable or activate spike stones as a single action, which has the concentrate trait.

Earth Glide

The elemental avalanche can Burrow through any earthen matter, including rock. When it does so, the elemental avalanche moves at its full burrow Speed, leaving no tunnels or signs of its passing.

Trample Three Actions

Large or smaller, fist, DC 30 basic reflex


The monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure).


Stubborn and ponderous, elemental avalanches are massive beings of living rock and dirt.


Earth elementals make excellent bodyguards for adventuresome spelunkers and are ideal protectors of important subterranean locations such as vaults and treasuries.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Earth

Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a magical connection to that element.