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Earth Fundamental

by Jamie Baty

X8 27, DMR2 42
Small Elemental (Earth)
Hit Dice: 1d8+2 (6 hp)
Initiative: +5 (+5 Dex)
Speed: fly 25 ft. (good)
Armour Class: 21 (+1 size, +5 Dex, +5 natural), touch 16, flat-footed 16
Base Attack/Grapple: 0/-4
Attack: Slam +6 melee (1d6)
Full Attack: Slam +6 melee (1d6)
Space/Reach: 2-1/2 ft. /0 ft.
Special Attacks: Earthen hammer
Special Qualities: Damage Reduction 5/magic, darkvision 60ft., elemental traits, immunity to mind-affecting spells
Saves: Fort +4, Ref +5, Will +0
Abilities: Str 10, Dex 21, Con 15, Int 3, Wis 10, Cha 5
Skills: Hide +11*, Listen +2, Move Silently +7, Spot +2
Feats: Improved Overrun (B), Weapon Finesse
Environment: Any underground
Organisation: Solitary, Pair, Crew (2-5), or Flock (5-20)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Small); 3 HD (Medium)
Level Adjustment: -

Earth fundamentals, larger than the other fundamentals, have a wingspan of up to 2 1/2 feet. These very solid, dense creatures boast thick wings of deep brown and black.
Flocks of earth fundamentals gather on the Prime Material Plane in places where the element of earth is particularly concentrated, such as tar pits and deep caverns. Earth fundamentals consume earth, gems, and metal. They occasionally dine on the remains of an unfortunate adventuring party's armour.

Combat
Earth fundamentals attack with the same swooping aerial attack that other fundamentals use. However, their tactics often involve sweeping very low along the ground and attempting to knock over its foes.

Earthen Hammer (Ex): An earth fundamental is treated as one size category larger when using the improved overrun feat (thus a small earth fundamental counts as a medium creature). In addition, it gains a +4 racial bonus to all improved overrun checks.

Damage Reduction (Su): An earth fundamental has damage reduction of 5/magic.

Immunity to Mind-Affecting Spells (Ex): An earth fundamental is immune to all mind-affecting spells.

Elemental Traits: Immunity to poison, sleep effects, paralysis, and stunning; Not subject to critical hits or flanking; Elementals do not eat, sleep, or breathe.

Skills: Earth fundamentals have a +2 racial bonus to all Hide and Move Silently checks. *An earth fundamental receives an additional +4 racial bonus to Hide checks when they are in natural caves or tunnels.