This humanoid mountain of stone and earth strides forward on legs like pillars, a vast grove covering its back.
XP 38,400 DEFENSEAC 29, touch 7, flat-footed 29 (–1 Dex, +22 natural, –2 size) OFFENSESpeed 20 ft., burrow 20 ft., earth glide Melee 2 slams +26 (4d6+18/18–20) Spell-Like Abilities (CL 16th; concentration +16) At will—stone shape STATISTICSStr 34, Dex 8, Con 21, Int 12, Wis 13, Cha 11 SPECIAL ABILITIESEarth Mastery (Ex)A 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 apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks. Petrify (Su)If it hits a target with a slam attack, a mythic earth elemental can expend two uses of mythic power to permanently turn that target to stone. If the target succeeds at a DC 23 Fortitude save, it is slowed (as the spell) for 1d6 rounds instead of petrified. The save DC is Constitution-based. Stun (Ex)If a mythic earth elemental strikes an opponent with two slams in 1 round, that creature must succeed at a DC 30 Fortitude save or be stunned for 1d6 rounds. The save DC is Strength-based. Trap Weapon (Ex)A mythic earth elemental's body traps manufactured weapons that damage it. A manufactured weapon that deals hit point damage to the elemental (after subtracting its DR) is stuck fast unless the wielder succeeds at a DC 30 Reflex save. A creature can spend a standard action to attempt a DC 30 Strength check to remove a stuck weapon. Weapons that deal only bludgeoning damage are immune to this ability. The elemental can release any number of stuck weapons as a free action. The save DC is Strength-based. |