|Name||Elder Earth Elemental|
|Sorted Name||Earth Elemental, Elder|
|Size and Type||Huge Elemental (Earth, Extraplanar)|
|Hit Dice Count||24|
|Hit Dice||24d8+120 (228 hp)|
|Random Hit Points||24d8+120 - 120|
|Speed||30 ft. (6 squares)|
|Armor Class||22 (-2 size, -1 Dex, +15 natural), touch 7, flat-footed 22|
Slam +27 melee (2d10+11/19-20)
slams +27 melee (2d10+11/19-20)
|Space/Reach||15 ft./15 ft.|
|Special Attacks||Earth mastery, push|
Damage reduction 10/-, earth glide, darkvision 60 ft., elemental traits
|Saves||Fort +19, Ref +7, Will +10|
|Abilities||Str 33, Dex 8, Con 21, Int 10, Wis 11, Cha 11|
Listen +29, Spot +29
Alertness, Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Critical (slam), Improved Sunder, Iron Will, Power Attack
|Environment||Elemental Plane of Earth|
|Advancement||25-48 HD (Huge)|
|Sources||System Reference Document|
Elder earth elemental; CR 11; Huge elemental (earth, extraplanar); HD 24d8+120; hp 228; Init -1; Spd 30 ft. (6 squares); AC 22 (-2 size, -1 dex, +15 natural), touch 7, flat-footed 22; Base Atk +18; Grp +37; Atk +27 melee (2d10+11/19-20, slam); Full Atk +27 melee (2d10+11/19-20, slams); Space/Reach 15 ft./15 ft.; SA Earth mastery, push; SQ Damage reduction 10/-, earth glide, darkvision 60 ft., elemental traits; AL N; SV Fort +19, Ref +7, Will +10; Str 33, Dex 8, Con 21, Int 10, Wis 11, Cha 11
Skills and Feats: Listen +29, Spot +29; Alertness, Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Critical (slam), Improved Sunder, Iron Will, Power Attack
When summoned to the Material Plane, an earth elemental consists of whatever types of dirt, stones, precious metals, and gems it was conjured from.
Earth elementals speak Terran but rarely choose to do so.
Though an earth elemental moves slowly, it is a relentless opponent. It can travel though solid ground or stone as easily as humans walk on the earth's surface. It cannot swim, however, and must either walk around a body of water or go through the ground under it. An earth elemental can move along the bottom of a body of water but prefers not to.
Earth Mastery (Ex): An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)
Push (Ex): An earth elemental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the elemental's opposed Strength checks.
Earth Glide (Ex): An earth elemental can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
Source Copyright: System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
The Open content displayed above has been reproduced with permission from the copyright holder.
Attacks: Slam +27 melee (2d10+11/19-20), or slams +27 melee (2d10+11/19-20)
feats: ALERTNESS, AWESOME BLOW, CLEAVE, GREAT CLEAVE, IMPROVED BULL RUSH, IMPROVED CRITICAL (SLAM), IMPROVED SUNDER, IRON WILL, POWER ATTACK, ,