Elemental, Earth

Outsider: An outsider is at least partially composed of the essence (but not necessarily the material) of some plane other than the Material Plane.

Outsiders have darkvision.

Unlike most living creatures, an outsider does not have a dual nature — its soul and body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on an outsider. A different magical effect, such as limited wish, wish, miracle, or true resurrection, is required to restore it to life. A native outsider can be raised, reincarnated, or resurrected just as other living creatures can be.

Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish). Native outsiders breathe, eat, and sleep.

Earth: Earth creatures are outsiders with a connection to the Elemental Plane of Earth. Earth creatures usually have burrow speeds, and most earth creatures can burrow through solid rock. Earth creatures with a burrow speed possess tremorsense.

Elemental: An elemental is a being composed entirely from one of the four classical elements: air, earth, fire, or water.

They have immunity to bleed, paralysis, poison, sleep effects, and stunning.

They are not subject to critical hits or flanking. They do not take additional damage from precision-based attacks, such as sneak attack.

Elementals do not breathe, eat, or sleep.

Extraplanar: Extraplanar is any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. Creatures not extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane, such as the Astral Plane, the Ethereal Plane, or the Plane of Shadow.

Earth elementals are plodding, stubborn creatures made of living stone or earth. When utterly still, they resemble a heap of stone or a small hill.

An earth elemental has a combat advantage if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a penalty. These apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks.

A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back, and may stun the creature.

When an earth elemental lumbers into action, its actual appearance can vary, although its statistics remain identical to other elementals of its size. Most earth elementals look like terrestrial animals made out of rock, earth, or even crystal, with glowing gemstones for eyes. Larger earth elementals often have a stony humanoid appearance. Bits of vegetation frequently grow in the soil that makes up parts of an earth elemental’s body.

They are resistant to all weapons damage.

An earth elemental is sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground.

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