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Living Landslide (PFS 3-11)Creature 5


NSmallEarthElemental
Source Pathfinder Society Scenario #3-11: No Time For Treason
Perception +12 (darkvision, tremorsense (imprecise) 60 feet)
Languages Terran
Skills Athletics +14, Stealth +8
Str +5, Dex -1, Con +4, Int -2, Wis +1, Cha -1

AC 21; Fort +15; Reflex +8; Will +10;
HP 90
Speed 25 feet (burrow 25 feet)
Immunities bleed, paralyzed, poison, sleep

Fist One Action +16 (+11, +6) to hit (reach 10) 2d8+8 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) 60 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 living landslide is Slowed 1 and can't use reactions.

Crumble Reaction

Trigger The living landslide takes damage from a hostile source while atop rock or earth.


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

The living landslide can't Crumble again for 1d4 rounds.

Earth Glide

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


Living landslides resemble humanoids made of earth and gravel.


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.