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Elemental earth

Greater earth elementals are immensely strong and tough, capable of pounding almost anything into rubble. They are often summoned by armies laying siege to great cities.

Statistics Edit

Race: elemental
Alignment: true neutral
Armor class: 21
Hit points: 199
Attack bonus: +25/+20/+15
Damage: 2d10+10 bludgeoning damage (creature weapon; criticals 19-20/x2)

Hit dice (level): 21
Challenge rating: 15

Saves
  fortitude 11
reflex 5
will 12

Size: large

Damage reduction: 10/+2

Trained skills:(‡) listen (23), spot (23)
Feats: cleave, darkvision, improved critical (creature), power attack, weapon proficiency (creature)

Blueprint:(‡) nw_earthgreat

Special abilities Edit

A greater earth elemental has the standard elemental immunities to critical hits, disease, mind-affecting spells, paralysis, poison, and sneak attacks.

Notes Edit

  • The elemental swarm spell summons a similar creature, but with the addition of weapon focus and weapon specialization in the creature weapon as feats. The ResRef of this summons is nw_sw_earthgreat.
  • There is an unused blueprint for a summoned greater earth elemental that differs from the standard creature in that it has only 27 strength, 19 constitution, and 18 hit dice. This lowers its fortitude save to 10, will save to 11, and hit points to 178. On the other hand, this summoned creature has weapon focus and weapon specialization in its creature weapon. This results in no net change to damage and (together with the reduced hit dice) reduces its attack bonuses by 4. The ResRef of this unused creature is nw_s_earthgreat and its challenge rating is 14.
    • This unused blueprint was originally used by the summon creature VIII spell, but it was deemed unsuitable due to its tendency to get stuck behind doorways in dungeons.

See also: earth elemental, huge earth elemental, elder earth elemental

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