From the waist up, this icy creature’s features are humanoid, but below its body is a snake-like, slithering tail.
Languages Aquan
Environment any land or water (Plane of Water) Organization solitary, pair, or gang (3–8) Treasure none
Ice Glide (Su) A burrowing ice elemental can pass through nonmagical ice and snow as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A control water spell cast on an area containing a burrowing ice elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save. Icewalking (Ex) This ability works like the spider climb spell, but the surfaces the elemental climbs must be icy. The elemental can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice. Numbing Cold (Su) When an ice elemental deals cold damage to a creature, that creature must succeed on a Fortitude save or be staggered for 1 round. The save DC is listed in the elemental’s stat block and is Constitution-based. Snow Vision (Ex) An ice elemental can see perfectly well in snowy conditions and does not take any penalties on Perception checks while in snow.
CR 1 XP 400 N Small outsider (air, cold, elemental, extraplanar, water) Init –1; Senses darkvision 60 ft., snow vision; Perception +5
AC 16, touch 10, flat-footed 16 (–1 Dex, +6 natural, +1 size) hp 13 (2d10+2) Fort +4, Ref +2, Will +0 Immune cold, elemental traits Weaknesses vulnerable to fire
Speed 20 ft., burrow (ice and snow only) 20 ft., swim 60 ft. Melee slam +4 (1d4+1 plus 1d3 cold) Special Attacks numbing cold (DC 12)
Str 12, Dex 8, Con 13, Int 4, Wis 11, Cha 11 Base Atk +2; CMB +2; CMD 11 (can’t be tripped) Feats Power Attack Skills Knowledge (planes) +2, Perception +5, Stealth +8, Swim +9 SQ ice glide, icewalking
CR 3 XP 800 N Medium outsider (air, cold, elemental, extraplanar, water) Init +0; Senses darkvision 60 ft., snow vision; Perception +7
AC 16, touch 10, flat-footed 16 (+6 natural) hp 30 (4d10+8) Fort +6, Ref +4, Will +1 Immune cold, elemental traits Weaknesses vulnerable to fire
Speed 20 ft., burrow (ice and snow only) 20 ft., swim 60 ft. Melee slam +7 (1d6+4 plus 1d4 cold) Special Attacks numbing cold (DC 14)
Str 16, Dex 10, Con 15, Int 4, Wis 11, Cha 11 Base Atk +4; CMB +7; CMD 17 (can’t be tripped) Feats Cleave, Power Attack Skills Knowledge (planes) +4, Perception +7, Stealth +7, Swim +11 SQ ice glide, icewalking
CR 5 XP 1,600 N Large outsider (air, cold, elemental, extraplanar, water) Init +5; Senses darkvision 60 ft., snow vision; Perception +11
AC 17, touch 10, flat-footed 16 (+1 Dex, +7 natural, –1 size) hp 68 (8d10+24) Fort +9, Ref +7, Will +2 DR 5/—; Immune cold, elemental traits Weaknesses vulnerable to fire
Speed 20 ft., burrow (ice and snow only) 20 ft., swim 60 ft. Melee 2 slams +12 (1d8+5 plus 1d6 cold) Space 10 ft.; Reach 10 ft. Special Attacks numbing cold (DC 17)
Str 20, Dex 12, Con 17, Int 6, Wis 11, Cha 11 Base Atk +8; CMB +14; CMD 25 (can’t be tripped) Feats Cleave, Great Cleave, Improved Initiative, Power Attack Skills Intimidate +11, Knowledge (planes) +9, Perception +11, Stealth +8, Swim +13 SQ ice glide, icewalking
CR 7 XP 3,200 N Huge outsider (air, cold, elemental, extraplanar, water) Init +7; Senses darkvision 60 ft., snow vision; Perception +13
AC 20, touch 12, flat-footed 16 (+3 Dex, +1 dodge, +8 natural, –2 size) hp 95 (10d10+40) Fort +11, Ref +10, Will +3 DR 5/—; Immune cold, elemental traits Weaknesses vulnerable to fire
Speed 20 ft., burrow (ice and snow only) 20 ft., swim 60 ft. Melee 2 slams +15 (2d6+7 plus 1d8 cold) Space 15 ft.; Reach 15 ft. Special Attacks numbing cold (DC 19)
Str 24, Dex 16, Con 19, Int 6, Wis 11, Cha 11 Base Atk +10; CMB +19; CMD 33 (can’t be tripped) Feats Cleave, Dodge, Great Cleave, Improved Initiative, Power Attack Skills Intimidate +13, Knowledge (planes) +11, Perception +13, Stealth +8, Swim +15 SQ ice glide, icewalking
CR 9 XP 6,400 N Huge outsider (air, cold, elemental, extraplanar, water) Init +8; Senses darkvision 60 ft., snow vision; Perception +16
AC 23, touch 13, flat-footed 18 (+4 Dex, +1 dodge, +10 natural, –2 size) hp 123 (13d10+52) Fort +12, Ref +14, Will +4 DR 10/—; Immune cold, elemental traits Weaknesses vulnerable to fire
Speed 20 ft., burrow (ice and snow only) 20 ft., swim 60 ft. Melee 2 slams +20 (2d8+9 plus 2d6 cold) Space 15 ft.; Reach 15 ft. Special Attacks numbing cold (DC 20)
Str 28, Dex 18, Con 19, Int 8, Wis 11, Cha 11 Base Atk +13; CMB +24; CMD 39 (can’t be tripped) Feats Cleave, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Power Attack, Vital Strike Skills Escape Artist +20, Intimidate +16, Knowledge (planes) +15, Perception +16, Stealth +12, Swim +17 SQ ice glide, icewalking
CR 11 XP 12,800 N Huge outsider (air, cold, elemental, extraplanar, water) Init +9; Senses darkvision 60 ft., snow vision; Perception +19
AC 24, touch 14, flat-footed 18 (+5 Dex, +1 dodge, +10 natural, –2 size) hp 152 (16d10+64) Fort +14, Ref +17, Will +5 DR 10/—; Immune cold, elemental traits Weaknesses vulnerable to fire
Speed 20 ft., burrow (ice and snow only) 20 ft., swim 60 ft. Melee 2 slams +24 (2d10+10/19–20 plus 2d8 cold) Space 15 ft.; Reach 15 ft. Special Attacks numbing cold (DC 22)
Str 30, Dex 20, Con 19, Int 10, Wis 11, Cha 11 Base Atk +16; CMB +28; CMD 44 (can’t be tripped) Feats Cleave, Combat Reflexes, Dodge, Improved Critical (slam), Improved Initiative, Lightning Reflexes, Power Attack, Vital Strike Skills Escape Artist +24, Intimidate +19, Knowledge (planes) +19, Perception +19, Stealth +16, Swim +37 SQ ice glide, icewalking Ice elementals are creatures made of animated snow and ice. They form in especially cold parts of the Plane of Water and along its border with the Plane of Air, where giant icebergs careen off of world-high waterfalls into the open sky. Ice elementals vary in their exact appearance.
This creature looks like a dark storm cloud, with sparks suggesting eyes and long sweeping arms charged with bolts of lightning.
Languages Auran
Metal Mastery (Ex) A lightning elemental gains a +3 bonus on attack rolls if its opponent is wearing metal armor, is wielding a metal weapon, or is made of metal (such as an iron golem). Spark Leap (Ex) A lightning elemental gains a +10 bonus on bull rush, disarm, overrun, and trip attacks when it charges a creature against whom its metal mastery ability applies.
CR 1 XP 400 N Small outsider (air, elemental, extraplanar) Init +6; Senses darkvision 60 ft.; Perception +5
AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size) hp 11 (2d10) Fort +3, Ref +5, Will +0 Immune electricity, elemental traits
Speed fly 100 ft. (perfect) Melee slam +5 (1d4 plus 1d3 electricity) Special Attacks metal mastery, spark leap
Str 10, Dex 15, Con 10, Int 4, Wis 11, Cha 11 Base Atk +2; CMB +1; CMD 13 Feats Improved Initiative, Weapon Finesse Skills Acrobatics +7, Escape Artist +6, Fly +12, Knowledge (planes) +1, Perception +5
CR 3 XP 800 N Medium outsider (air, elemental, extraplanar) Init +8; Senses darkvision 60 ft.; Perception +7
AC 16, touch 15, flat-footed 11 (+4 Dex, +1 dodge, +1 natural) hp 26 (4d10+4) Fort +5, Ref +8, Will +1 Immune electricity, elemental traits
Speed fly 100 ft. (perfect) Melee slam +8 (1d6+3 plus 1d4 electricity) Special Attacks metal mastery, spark leap
Str 14, Dex 19, Con 12, Int 4, Wis 11, Cha 11 Base Atk +4; CMB +6; CMD 21 Feats Dodge, Improved Initiative, Weapon Finesse Skills Acrobatics +11, Escape Artist +9, Fly +12, Knowledge (planes) +2, Perception +7
CR 5 XP 1,600 N Large outsider (air, elemental, extraplanar) Init +10; Senses darkvision 60 ft.; Perception +11
AC 18, touch 16, flat-footed 11 (+6 Dex, +1 dodge, +2 natural, –1 size) hp 60 (8d10+16) Fort +8, Ref +12, Will +2 DR 5/—; Immune electricity, elemental traits
Speed fly 100 ft. (perfect) Melee 2 slams +13 (1d8+3 plus 1d6 electricity) Space 10 ft.; Reach 10 ft. Special Attacks metal mastery, spark leap
Str 16, Dex 23, Con 14, Int 6, Wis 11, Cha 11 Base Atk +8; CMB +12; CMD 29 Feats Dodge, Flyby Attack, Improved Initiative, Mobility, Weapon Finesse Skills Acrobatics +17, Escape Artist +17, Fly +12, Knowledge (planes) +9, Perception +11
CR 7 XP 3,200 N Huge outsider (air, elemental, extraplanar) Init +12; Senses darkvision 60 ft.; Perception +13
AC 19, touch 17, flat-footed 10 (+8 Dex, +1 dodge, +2 natural, –2 size) hp 85 (10d10+30) Fort +10, Ref +15, Will +5 DR 5/—; Immune electricity, elemental traits
Speed fly 100 ft. (perfect) Melee 2 slams +16 (2d6+5 plus 1d8 electricity) Space 15 ft.; Reach 15 ft. Special Attacks metal mastery, spark leap
Str 20, Dex 27, Con 16, Int 6, Wis 11, Cha 11 Base Atk +10; CMB +17; CMD 36 Feats Dodge, Flyby Attack, Improved Initiative, Iron Will, Mobility, Weapon Finesse Skills Acrobatics +21, Escape Artist +21, Fly +12, Knowledge (planes) +11, Perception +13
CR 9 XP 6,400 N Huge outsider (air, elemental, extraplanar) Init +13; Senses darkvision 60 ft.; Perception +16
AC 22, touch 18, flat-footed 12 (+9 Dex, +1 dodge, +4 natural, –2 size) hp 110 (13d10+39) Fort +11, Ref +17, Will +6 DR 10/—; Immune electricity, elemental traits
Speed fly 100 ft. (perfect) Melee 2 slams +20 (2d8+6 plus 2d6 electricity) Space 15 ft.; Reach 15 ft. Special Attacks metal mastery, spark leap
Str 22, Dex 29, Con 16, Int 8, Wis 11, Cha 11 Base Atk +13; CMB +21; CMD 41 Feats Blind-Fight, Dodge, Flyby Attack, Improved Initiative, Iron Will, Mobility, Power Attack, Weapon Finesse Skills Acrobatics +25, Escape Artist +25, Fly +13, Intimidate +16, Knowledge (planes) +15, Perception +16
CR 11 XP 12,800 N Huge outsider (air, elemental, extraplanar) Init +14; Senses darkvision 60 ft.; Perception +19
AC 25, touch 19, flat-footed 14 (+10 Dex, +1 dodge, +6 natural, –2 size) hp 136 (16d10+48) Fort +13, Ref +20, Will +7 DR 10/—; Immune electricity, elemental traits
Speed fly 100 ft. (perfect) Melee 2 slams +24 (2d8+8 plus 2d8 electricity) Space 15 ft.; Reach 15 ft. Special Attacks metal mastery, spark leap
Str 26, Dex 31, Con 16, Int 10, Wis 11, Cha 11 Base Atk +16; CMB +26; CMD 47 Feats Blind-Fight, Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Iron Will, Mobility, Power Attack, Weapon Finesse Skills Acrobatics +29, Escape Artist +29, Fly +14, Intimidate +19, Knowledge (planes) +19, Perception +19, Stealth +21 Though most think of the Plane of Air as a vast expanse of clear sky, that plane also holds the power of the storm, including monstrous hurricanes larger than entire worlds and thunderstorms whose peals and claps can shatter stone. Whether lightning elementals are the by-product of common air elementals spending too much time near these electrically charged storms or are merely calved off like forgotten flurries, they are aggressive and almost suicidal in their willingness to leap into battle. They particularly enjoy attacking creatures that are made of metal and creatures that wear metal armor or wield metal weapons. Many lightning elementals have a roughly humanoid shape, but some prefer animalistic shapes (particularly birds and dragons), and a few appear to be nothing more than large disembodied heads made of dark clouds with flickering lightning tongues. Regardless of the shape a lightning elemental takes, the air around the creature hums and throbs with the promise of electrocution and the tangy stink of ozone.
This rocky monster glows with an internal heat. Red light spills from its eyes and mouth, as well as fractures in its outer surface.
Languages Ignan
Burn (Ex) A magma elemental’s burn DC includes a –2 racial penalty, as their fires don’t burn quite as hot as true elemental flames. Earth Glide (Ex) A burrowing magma elemental can pass through stone, dirt, lava, 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, though the area it passes through feels warm for 1 round afterward and often retains a strangely smooth texture, as if the stone had been polished. A move earth spell cast on an area containing a burrowing magma elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save. Lava Puddle (Su) Once per day as a full-round action, a magma elemental can vomit forth a puddle of lava that fills its space to a depth of 2–3 inches and counts as difficult terrain. Any creature that moves through this puddle of lava takes 2d6 points of fire damage. This damage continues for 1d3 rounds after the creature leaves the lava pool, although then it only inflicts 1d6 points of fire damage per round. The lava puddle solidifies and is safe to touch after a number of rounds equal to the elemental’s Hit Dice. At the GM’s discretion, this puddle of lava could start secondary fires.
CR 1 XP 400 N Small outsider (earth, elemental, extraplanar, fire) Init +3; Senses darkvision 60 ft.; Perception +5
AC 15, touch 10, flat-footed 15 (–1 Dex, +5 natural, +1 size) hp 11 (2d10) Fort +3, Ref +2, Will +0 Immune fire, elemental traits Weaknesses vulnerable to cold
Speed 20 ft., burrow 20 ft.; earth glide Melee slam +3 (1d3 plus burn) Special Attacks burn (1d4, DC 9), lava puddle
Str 10, Dex 8, Con 11, Int 4, Wis 11, Cha 11 Base Atk +2; CMB +1; CMD 10 Feats Improved Initiative Skills Knowledge (dungeoneering) +2, Perception +5, Stealth +8 SQ earth glide
CR 3 XP 800 N Medium outsider (earth, elemental, extraplanar, fire) Init +3; Senses darkvision 60 ft.; Perception +7
AC 16, touch 9, flat-footed 16 (–1 Dex, +7 natural) hp 30 (4d10+8) Fort +6, Ref +3, Will +1 Immune fire, elemental traits Weaknesses vulnerable to cold
Speed 20 ft., burrow 20 ft.; earth glide Melee slam +6 (1d6+3 plus burn) Special Attacks burn (1d4, DC 12), lava puddle
Str 14, Dex 8, Con 15, Int 4, Wis 11, Cha 11 Base Atk +4; CMB +6; CMD 15 Feats Improved Initiative, Power Attack Skills Knowledge (dungeoneering) +4, Perception +7, Stealth +6
CR 5 XP 1,600 N Large outsider (earth, elemental, extraplanar, fire) Init +3; Senses darkvision 60 ft.; Perception +11
AC 16, touch 8, flat-footed 16 (–1 Dex, +8 natural, –1 size) hp 60 (8d10+16) Fort +8, Ref +5, Will +2 DR 5/—; Immune fire, elemental traits Weaknesses vulnerable to cold
Speed 20 ft., burrow 20 ft.; earth glide Melee 2 slams +11 (1d8+4 plus burn) Space 10 ft.; Reach 10 ft. Special Attacks burn (1d6, DC 14), lava puddle
Str 18, Dex 8, Con 15, Int 6, Wis 11, Cha 11 Base Atk +8; CMB +13; CMD 22 Feats Cleave, Improved Bull Rush, Improved Initiative, Power Attack Skills Climb +15, Knowledge (dungeoneering) +9, Perception +11, Stealth +6
CR 7 XP 3,200 N Huge outsider (earth, elemental, extraplanar, fire) Init +3; Senses darkvision 60 ft.; Perception +13
AC 17, touch 7, flat-footed 17 (–1 Dex, +10 natural, –2 size) hp 85 (10d10+30) Fort +10, Ref +6, Will +3 DR 5/—; Immune fire, elemental traits Weaknesses vulnerable to cold
Speed 20 ft., burrow 20 ft.; earth glide Melee 2 slams +14 (2d6+6 plus burn) Space 15 ft.; Reach 15 ft. Special Attacks burn (1d8, DC 16), lava puddle
Str 22, Dex 8, Con 17, Int 6, Wis 11, Cha 11 Base Atk +10; CMB +18; CMD 27 Feats Cleave, Greater Bull Rush, Improved Bull Rush, Improved Initiative, Power Attack Skills Climb +19, Knowledge (dungeoneering) +11, Perception +13, Stealth +4
CR 9 XP 6,400 N Huge outsider (earth, elemental, extraplanar, fire) Init +3; Senses darkvision 60 ft.; Perception +16
AC 19, touch 7, flat-footed 19 (–1 Dex, +12 natural, –2 size) hp 123 (13d10+52) Fort +12, Ref +7, Will +4 DR 10/—; Immune fire, elemental traits Weaknesses vulnerable to cold
Speed 20 ft., burrow 20 ft.; earth glide Melee 2 slams +18 (2d8+7 plus burn) Space 15 ft.; Reach 15 ft. Special Attacks burn (2d6, DC 18), lava puddle
Str 24, Dex 8, Con 19, Int 8, Wis 11, Cha 11 Base Atk +13; CMB +22; CMD 31 Feats Cleave, Greater Bull Rush, Greater Overrun, Improved Bull Rush, Improved Initiative, Improved Overrun, Power Attack Skills Climb +23, Intimidate +16, Knowledge (dungeoneering) +15, Perception +16, Stealth +7
CR 11 XP 12,800 N Huge outsider (earth, elemental, extraplanar, fire) Init +3; Senses darkvision 60 ft.; Perception +19
AC 25, touch 7, flat-footed 25 (–1 Dex, +18 natural, –2 size) hp 152 (16d10+64) Fort +14, Ref +9, Will +5 DR 10/—; Immune fire, elemental traits Weaknesses vulnerable to cold
Speed 20 ft., burrow 20 ft.; earth glide Melee 2 slams +22 (3d6+8 plus burn) Space 15 ft.; Reach 15 ft. Special Attacks burn (3d6, DC 20), lava puddle
Str 26, Dex 8, Con 19, Int 10, Wis 11, Cha 11 Base Atk +16; CMB +26; CMD 35 Feats Cleave, Greater Bull Rush, Greater Overrun, Improved Bull Rush, Improved Initiative, Improved Overrun, Power Attack, Vital Strike Skills Climb +27, Intimidate +19, Knowledge (dungeoneering) +19, Knowledge (planes) +19, Perception +19, Stealth +10 In the border areas between the Plane of Earth and Plane of Fire, volcanoes and continent-sized lava flows are commonplace. Elementals in this area tend to have aspects of both planes, and the typical sort is the magma elemental, an earth elemental with a core of liquid fire. Magma elementals generally have a somewhat feral or bestial appearance.
This animate pile of mud seems barely able to maintain the semblance of a humanoid form made of dripping sludge.
Languages Terran
Environment any land or water (Plane of Earth) Organization solitary, pair, or gang (3–8) Treasure none
Earth Glide (Ex) A burrowing mud elemental can pass through dirt, gravel, or other loose or porous solid matter as easily as a fish swims through water. It cannot use this ability to pass through a solid barrier such as a stone or brick wall. 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 mud elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save. Entrap (Ex) The mud from an elemental’s entrap ability can be washed away in 1d3 rounds of immersion in water.
CR 1 XP 400 N Small outsider (earth, elemental, extraplanar, water) Init –1; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +5
AC 16, touch 10, flat-footed 16 (–1 Dex, +6 natural, +1 size) hp 13 (2d10+2) Fort +4, Ref +2, Will +0 Immune acid, elemental traits
Speed 20 ft., burrow 10 ft., swim 30 ft.; earth glide Melee slam +5 (1d4+3 plus entrap) Special Attacks entrap (DC 12, 10 minutes, hardness 5, hp 5)
Str 14, Dex 8, Con 13, Int 4, Wis 11, Cha 11 Base Atk +2; CMB +3; CMD 12 Feats Improved Bull Rush, Power Attack Skills Climb +6, Escape Artist +3, Knowledge (planes) +1, Perception +5, Stealth +7, Swim +10
CR 3 XP 800 N Medium outsider (earth, elemental, extraplanar, water) Init +0; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +7
AC 16, touch 10, flat-footed 16 (+6 natural) hp 30 (4d10+8) Fort +6, Ref +4, Will +1 Immune acid, elemental traits
Speed 20 ft., burrow 10 ft., swim 30 ft.; earth glide Melee slam +7 (1d6+4 plus entrap) Special Attacks entrap (DC 14, 10 minutes, hardness 5, hp 5)
Str 16, Dex 10, Con 15, Int 4, Wis 11, Cha 11 Base Atk +4; CMB +7; CMD 17 Feats Cleave, Improved Bull Rush, Power Attack Skills Climb +8, Escape Artist +5, Knowledge (planes) +2, Perception +7, Stealth +5, Swim +11
CR 5 XP 1,600 N Large outsider (earth, elemental, extraplanar, water) Init +1; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +11
AC 17, touch 10, flat-footed 16 (+1 Dex, +7 natural, –1 size) hp 68 (8d10+24) Fort +9, Ref +7, Will +2 DR 5/—; Immune acid, elemental traits
Speed 20 ft., burrow 10 ft., swim 30 ft.; earth glide Melee 2 slams +12 (1d8+5 plus entrap) Space 10 ft.; Reach 10 ft. Special Attacks entrap (DC 17, 10 minutes, hardness 10, hp 10)
Str 20, Dex 12, Con 17, Int 4, Wis 11, Cha 11 Base Atk +8; CMB +14; CMD 25 Feats Cleave, Great Cleave, Greater Bull Rush, Improved Bull Rush, Power Attack Skills Climb +12, Escape Artist +8, Knowledge (planes) +4, Perception +11, Stealth +4, Swim +13
CR 7 XP 3,200 N Huge outsider (earth, elemental, extraplanar, water) Init +3; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +13
AC 20, touch 12, flat-footed 16 (+3 Dex, +1 dodge, +8 natural, –2 size) hp 95 (10d10+40) Fort +11, Ref +10, Will +3 DR 5/—; Immune acid, elemental traits
Speed 20 ft., burrow 10 ft., swim 30 ft.; earth glide Melee 2 slams +15 (2d6+7 plus entrap) Space 15 ft.; Reach 15 ft. Special Attacks entrap (DC 19, 10 minutes, hardness 5, hp 15)
Str 24, Dex 16, Con 19, Int 6, Wis 11, Cha 11 Base Atk +10; CMB +19; CMD 33 Feats Cleave, Dodge, Great Cleave, Greater Bull Rush, Improved Bull Rush, Power Attack Skills Climb +17, Escape Artist +13, Knowledge (planes) +7, Perception +13, Stealth +8, Swim +15
CR 9 XP 6,400 N Huge outsider (earth, elemental, extraplanar, water) Init +4; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +16
AC 22, touch 13, flat-footed 17 (+4 Dex, +1 dodge, +9 natural, –2 size) hp 123 (13d10+52) Fort +12, Ref +14, Will +4 DR 10/—; Immune acid, elemental traits
Speed 20 ft., burrow 10 ft., swim 30 ft.; earth glide Melee 2 slams +20 (2d8+9 plus entrap) Space 15 ft.; Reach 15 ft. Special Attacks entrap (DC 20, 10 minutes, hardness 10, hp 15)
Str 28, Dex 18, Con 19, Int 8, Wis 11, Cha 11 Base Atk +13; CMB +24; CMD 39 Feats Awesome Blow, Cleave, Dodge, Great Cleave, Greater Bull Rush, Improved Bull Rush, Lightning Reflexes, Power Attack Skills Climb +25, Escape Artist +20, Knowledge (planes) +15, Perception +16, Stealth +12, Swim +17
CR 11 XP 12,800 N Huge outsider (earth, elemental, extraplanar, water) Init +5; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +19
AC 23, touch 14, flat-footed 17 (+5 Dex, +1 dodge, +9 natural, –2 size) hp 152 (16d10+64) Fort +14, Ref +17, Will +5 DR 10/—; Immune acid, elemental traits
Speed 20 ft., burrow 10 ft., swim 30 ft.; earth glide Melee 2 slams +24 (2d10+10/19–20 plus entrap) Space 15 ft.; Reach 15 ft. Special Attacks entrap (DC 22, 10 minutes, hardness 10, hp 15)
Str 30, Dex 20, Con 19, Int 10, Wis 11, Cha 11 Base Atk +16; CMB +28; CMD 44 Feats Awesome Blow, Cleave, Dodge, Great Cleave, Greater Bull Rush, Improved Bull Rush, Improved Critical (slams), Lightning Reflexes, Power Attack Skills Climb +29, Escape Artist +24, Intimidate +19, Knowledge (planes) +19, Perception +19, Stealth +16, Swim +18 Where the Plane of Earth borders the Plane of Water, a mixing of the fundamental elements occurs—it is in this borderland that the mud elementals dwell. Scorned by earth and water elementals, mud elementals usually look like vaguely recognizable blobs of mud in the shape of a Material Plane creature, whether a humanoid, an animal, or even an immense insect. The exact density of their muddy bodies varies—some might be composed of silty water, while others are thick, like river clay. Large and powerful mud elementals tend to have worm-like, reptilian, or frog-like forms.