Mythic Elemental, Earth

This humanoid mountain of stone and earth strides forward on legs like pillars, a vast grove covering its back.

Mythic Elder Earth Elemental CR 14/MR 5

XP 38,400
N Huge outsider (earth, elemental, extraplanar, mythic)
Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +20


AC 29, touch 7, flat-footed 29 (–1 Dex, +22 natural, –2 size)
hp 218 (16d10+130)
Fort +15, Ref +4, Will +11
Defensive Abilities trap weapon; DR 10/—; Immune elemental traits


Speed 20 ft., burrow 20 ft., earth glide Melee 2 slams +26 (4d6+18/18–20)
Space 15 ft.; Reach 15 ft.
Special Attacks earth mastery, mythic power (5/day, surge +1d8), petrify, stun, trample (4d6+18, DC 30)

Spell-Like Abilities (CL 16th; concentration +16)

At willstone shape
5/daytransmute mud to rock (DC 15)


Str 34, Dex 8, Con 21, Int 12, Wis 13, Cha 11
Base Atk +16; CMB +30 (+34 bull rush or overrun, +32 sunder); CMD 41 (43 vs. bull rush, overrun, or sunder)
Feats Awesome Blow, Cleave M, Greater Bull Rush, Greater Overrun, Improved Bull Rush B, Improved Critical (slam) M, Improved Overrun, Improved Sunder, Power Attack M
Skills Appraise +20, Climb +31, Knowledge (dungeoneering) +20, Knowledge (planes) +20, Perception +20, Sense Motive +20, Stealth +10
Languages Terran
SQ powerful blows (slam)


Earth 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.