Earth Pneuma Petitioner

A weathered likeness of a mortal stands hewn from stone and packed earth, faint crystals glimmering beneath its rough, unyielding features.

Petitioners are the souls of mortals brought to the Outer Planes after death in order to experience their ultimate punishment, reward, or fate. A petitioner retains fragments of its memories from life, and its appearance depends not only upon the shape it held in life but also upon the nature of the Outer Plane to which it has come.

Within the immeasurable caverns of the Plane of Earth, The Earth Pneuma assume mortal shapes fashioned from soil, crystal, and stone. They move patiently through lightless passages and buried kingdoms, feeling every distant tremor through their unyielding forms. Over countless years, their memories harden into indistinct impressions, like fossils trapped within rock. In time, they may become one with the surrounding bedrock or awaken anew as enduring creatures of elemental earth.

CR 1 XP 400
Human petitioner (Earth Pneuma)
N Medium outsider (extraplanar)
Init +0; Senses darkvision 60 ft.; Perception +5
DEFENSE
AC 10, touch 10, flat-footed 10
hp 16 (2d10+5)
Fort +4, Ref +3, Will +0
Immune acid and earth effects, mind-affecting effects
OFFENSE
Speed 30 ft., burrow 20 ft.
Melee slam +2 (1d4)
STATISTICS
Str 11, Dex 10, Con 13, Int 10, Wis 11, Cha 10
Base Atk +2; CMB +2; CMD 12
Feats Toughness
Skills Craft (any two) +5, Knowledge (planes) +5, Perception +5, Sense Motive +5, Stealth +5
Languages Common, Terran
SQ earth glide
ECOLOGY
Environment Plane of Earth
Organization solitary, pair, group (3–12), or army (13 or more)
Treasure none
 

Earth Elementals

This hulking, roughly humanoid creature of dirt and stone explodes up from the earth, faceless save for two glowing gemstone eyes.

Earth elementals are plodding, stubborn creatures made of living stone or earth. When utterly still, they resemble a heap of stone or a small hill. When an earth elemental lumbers into action, its actual appearance can vary, although its statistics remain identical to other elementals of its size. Most earth elementals look like terrestrial animals made out of rock, earth, or even crystal, with glowing gemstones for eyes. Larger earth elementals often have a stony humanoid appearance. Bits of vegetation frequently grow in the soil that makes up parts of an earth elemental’s body.

Earth Elemental Size Height Weight
Small 4 ft. 80 lbs.
Medium 8 ft. 750 lbs.
Large 16 ft. 6,000 lbs.
Huge 32 ft. 48,000 lbs.
Greater 36 ft. 54,000 lbs.
Elder 40 ft. 60,000 lbs.
SMALL EARTH ELEMENTAL
CR 1 XP 400
N Small outsider (earth, elemental, extraplanar)

MEDIUM EARTH ELEMENTAL
CR 3 XP 800
N Medium outsider (earth, elemental, extraplanar)

LARGE EARTH ELEMENTAL
CR 5 XP 1,600
N Large outsider (earth, elemental, extraplanar)

HUGE EARTH ELEMENTAL
CR 7 XP 3,200
N Huge outsider (earth, elemental, extraplanar)

GREATER EARTH ELEMENTAL
CR 9 XP 6,400
N Huge outsider (earth, elemental, extraplanar)

ELDER EARTH ELEMENTAL
CR 11 XP 12,800
N Huge outsider (earth, elemental, extraplanar)
 

Mud Elementals

This animate pile of mud seems barely able to maintain the semblance of a humanoid form made of dripping sludge.

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.

Mud Elemental Size Height Weight
Small 4 ft. 60 lbs.
Medium 8 ft. 600 lbs.
Large 16 ft. 5,000 lbs.
Huge 32 ft. 38,000 lbs.
Greater 36 ft. 43,000 lbs.
Elder 40 ft. 48,000 lbs.
SMALL MUD ELEMENTAL
CR 1 XP 400
N Small outsider (earth, elemental, extraplanar, water)

MEDIUM MUD ELEMENTAL
CR 3 XP 800
N Medium outsider (earth, elemental, extraplanar, water)

LARGE MUD ELEMENTAL
CR 5 XP 1,600
N Large outsider (earth, elemental, extraplanar, water)

HUGE MUD ELEMENTAL
CR 7 XP 3,200
N Huge outsider (earth, elemental, extraplanar, water)

GREATER MUD ELEMENTAL
CR 9 XP 6,400
N Huge outsider (earth, elemental, extraplanar, water)

ELDER MUD ELEMENTAL
CR 11 XP 12,800
N Huge outsider (earth, elemental, extraplanar, water)
 

Earth Wysp

Rocky and solid, this animated elemental sphere emanates a deep, resonant hum. It glows steadily with deliberate oscillations.

Wysps are five races of tiny elemental beings. Aether wysps were the first wysps, born of the same convergence between ethereal and elemental that spawned the aether element. For a time, the first wysps roamed the Ethereal and Elemental Planes freely in symphonies led by exuberant wysp conductors, playing out the otherworldly music of their resonances, but soon the elemental lords discovered the value of wysps as minions, and bred them into new races to support their forces in battle. Today, most wysps do their best to support allies, even giving their lives for their masters. Free symphonies of wysps still exist on their home planes and the Material Plane, though the enslavement of their kind has made them shy.  Even in the harshest servitude, wysps retain their curious nature and intelligence. When free to act as they please, they are playful and carefree, with mild differences in personality between the elements. Earth wysps are guarded and slow to trust. Wysps happily offer their services to kind allies, though generally only elementally attuned creatures, kineticists, and spellcasters who summon elementals can make much use of a wysp’s assistance. A 7th-level spellcaster who has the Improved Familiar feat can gain a wysp as a familiar.  

CR 2 XP 600
N Tiny outsider (earth, elemental)
Init +1; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +7
Aura resonance (30 ft.)
DEFENSE
AC 14, touch 13, flat-footed 13 (+1 Dex, +1 natural, +2 size)
hp 25 (3d10+9)
Fort +5, Ref +4, Will +2
DR 1/—; Immune elemental traits
OFFENSE
Speed 20 ft., burrow 20 ft.
Melee 2 tendrils +9 (1d3+4)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 14, Dex 13, Con 14, Int 10, Wis 13, Cha 13
Base Atk +3; CMB +2; CMD 14 (can’t be tripped)
Feats Power Attack, Toughness
Skills Bluff +7, Climb +8, Knowledge (dungeoneering, engineering, planes) +5, Perception +7, Sense Motive +7
Languages Terran
SQ living battery, servitor
ECOLOGY
Environment any (Plane of Earth)
Organization solitary, cloud (3–8), symphony (10–40 plus 1 wysp conductor), or retinue (1–6 plus a powerful elemental creature)
Treasure none
SPECIAL ABILITIES
Living Battery (Ex) As an immediate action, a wysp can kill itself to cause a creature benefiting from its resonance to heal 2 hit points for each of that creature’s HD. If the wysp uses this ability, its death can’t be prevented, and its life can’t be restored by any effect less than , , or , even if such an effect can normally revive an outsider.
Resonance (Ex) A wysp’s natural resonance strengthens the power of its element. The wysp grants a +2 competence bonus on attack rolls and damage rolls to all creatures within 30 feet with an elemental subtype that matches the wysp’s, and to the DCs of all racial spell-like, supernatural, and extraordinary abilities of such creatures (as usual, this does not include creatures assuming an elemental form). Kineticists within 30 feet who share the wysp’s element gain a +1 competence bonus on attack rolls and damage rolls. The wysp’s statistics already include these bonuses.
Servitor (Ex) A wysp is a natural servitor. When it uses the aid another action to assist a creature benefiting from its resonance, the wysp can grant that creature a +4 bonus instead of +2. No other effect can increase this bonus beyond +4.

WYSP CONDUCTOR  
These free-spirited leaders of wysp symphonies often have either the advanced simple template (with ranks in Perform) or levels in bard. Their resonance doesn’t stack with inspire courage, so wysp conductors often take archetypes that trade out inspire courage or grant elemental-themed powers. A few wysp conductors have class levels in kineticist, elemental bloodline sorcerer, or other elemental-themed classes.  

 

Crysmal

An animated cluster of translucent crystals shaped disturbingly like a gemstone scorpion scuttles into an aggressive stance.

Scorpion-like crysmals originate in the deepest caverns of the Plane of Earth. On rare occasions, these strange creatures wind up on the Material Plane, usually in subterranean areas rich with natural gem and crystal formations. The crystalline planes of their bodies absorb and refract natural light, which some claim is the source of their supernatural powers. Singular in purpose, a crysmal seeks only to reproduce. It does so by gathering stone crystals and gemstones, fashioning them into a Tiny facsimile of its own body, and jolting the new creature to life with a burst of the crysmal’s own life energy. These newly created crysmals are known as shardlings (treat as a crysmal with the young creature simple template), and grow to adulthood after a few months of gorging on crystals and gemstones. To make a single shardling, a crysmal requires 1,000gp worth of crystals. Until it has enough material to reproduce, it stores these gems inside its body, and if slain, the gems are visible among the shards of the creature’s corpse. Because of this reproductive need for gemstones, crysmals are relentless in their pursuit of the treasures, valuing them much as other living creatures value infants of their own race. Crysmals do not recognize that other creatures treat gems as wealth, and attempt to seize gems carried by others whenever the opportunity arises. A crysmal normally uses its spell-like abilities to befuddle opponents, grabbing at pouches with gems when the bearer is distracted, and normally only resorts to physical violence once all other tactics fail.

CR 3 XP 800
N Small outsider (earth, elemental)
Init +2; Senses darkvision 60 ft., crystal sense; Perception +11
DEFENSE
AC 17, touch 13, flat-footed 15 (+2 Dex, +4 natural, +1 size)
hp 26 (4d10+4)
Fort +7, Ref +8, Will +2
DR 5/bludgeoning; Immune cold, fire; Resist electricity 10
OFFENSE
Speed 30 ft., burrow 20 ft.
Melee sting +7 (2d6+3)
Special Attacks shard spike +7 (3d6, range increment 60 ft.)
Spell-Like Abilities (CL 4th; concentration +6)
At will—, (DC 12), , (DC 13)
3/day—, (DC 13), (DC 14)
STATISTICS
Str 15, Dex 14, Con 13, Int 6, Wis 13, Cha 14
Base Atk +4; CMB +5; CMD 17 (29 vs. trip)
Feats Great Fortitude, Lightning Reflexes, Skill Focus (Perception)
Skills Acrobatics +9, Climb +9, Perception +11, Stealth +13 (+15 in rocky areas)
Racial Modifiers +2 Stealth in rocky areas
Languages Terran
ECOLOGY
Environment any underground (Plane of Earth)
Organization solitary or cluster (2–5)
Treasure standard (gems and magic gemstones only)
SPECIAL ABILITIES
Crystal Sense (Sp) Crysmals can sense the presence of any crystals or gems within 30 feet as if using the scent ability.
Shard Spike (Ex) Once per day, a crysmal can launch its tail spike as a ranged attack that shatters when it hits, dealing 3d6 points of piercing damage to the target and 1d4 points of piercing damage to all creatures in adjacent squares. The spike regrows in 24 hours, but until it does, its impaired sting does only 1d6+3 damage.
 

Earth Mephit

Sturdy and stone-like, this small humanoid’s wings resemble rough-hewn slate, and its humorless gaze emerges from beneath brow-like rocky protrusions.

Mephits are the servants of powerful elemental creatures. Key sites and locations on the elemental planes are full of mephits scurrying about on important errands or duties. Each mephit is associated with one element that defines its spells and abilities. Earth mephits are commonly found on the Plane of Earth. These mephits are plodding and humorless.

CR 3 XP 800
N Small outsider (earth)
Init +6; Senses darkvision 60 ft.; Perception +6
DEFENSE
AC 17, touch 14, flat-footed 14 (+2 Dex, +1 dodge, +3 natural, +1 size)
hp 19 (3d10+3); fast healing 2 (only while underground)
Fort +2, Ref +5, Will +3
DR 5/magic
OFFENSE
Speed 30 ft., fly 40 ft. (average)
Melee 2 claws +5 (1d3+1)
Special Attacks breath weapon (15-foot cone of rock, 1d8 bludgeoning damage, Reflex DC 13 for half)
Spell-Like Abilities (CL 6th; concentration +8)
1/day—summon (level 2, 1 mephit of the same type 25%),
STATISTICS
Str 13, Dex 15, Con 12, Int 6, Wis 11, Cha 14
Base Atk +3; CMB +3; CMD 15
Feats Dodge, Improved Initiative
Skills Bluff +8, Fly +10, Perception +6, Stealth +12
Languages Common, Terran
SQ change size
ECOLOGY
Environment any (Plane of Earth)
Organization solitary, pair, gang (3–6), mob (7–12)
Treasure standard
SPECIAL ABILITIES
Breath Weapon (Su) Each type of mephit can unleash a particular breath weapon every 4 rounds as a standard action. The DC is Constitution-based and includes a +1 racial bonus.
Change Size (Sp) Once per day, an earth mephit can enlarge one size category, as , except that it only works on the earth mephit. The ability works as a 2nd-level spell.
 

Pech

This pale yellow humanoid has blank, bulging white eyes and gangly arms and legs. It clutches a pickaxe in its knobby hands.

Untold ages ago, the pechs served forgotten masters in the deepest caverns of the world. In time, their masters moved on, leaving the pechs bereft of guidance. Some sought refuge in seemingly safer tunnels nearer the surface. The unspeakable horrors they encountered there transformed them into derros over the course of several generations. Those pechs that stayed close to their ancestral caverns survive to this day, though in such small numbers and in such isolation that few of the surface world know of their existence. Pechs are skilled miners and stonemasons, and are at times employed or enslaved as such by other subterranean races. They have learned to hide the entrances to their lairs most carefully, blending their narrow entranceways into the living rock such that they can only be seen from exactly the right angle. When interlopers do find a pech’s lair, they are met with open arms, friendly advice, and a firm insistence that the pech is to be left alone. The typical pech stands only 3-1/2 feet tall, but its dense flesh gives it a weight of 100 pounds.

CR 3 XP 800
N Small fey (earth)
Init +1; Senses darkvision 60 ft., low-light vision; Perception +10
DEFENSE
AC 16, touch 12, flat-footed 15 (+1 Dex, +4 natural, +1 size)
hp 27 (6d6+6)
Fort +5, Ref +6, Will +6
DR 5/cold iron; Immune petrification; SR 14
Weaknesses light blindness
OFFENSE
Speed 20 ft.
Melee mwk heavy pick +9 (1d4+6/×4)
Special Attacks earth mastery, pech magic, stone knowledge
Spell-Like Abilities (CL 10th; concentration +11)
3/day—,
STATISTICS
Str 19, Dex 12, Con 13, Int 12, Wis 13, Cha 12
Base Atk +3; CMB +6; CMD 17
Feats Cleave, Great Fortitude, Power Attack
Skills Climb +13, Craft (stonemasonry) +14, Knowledge (dungeoneering) +10, Knowledge (engineering) +10, Perception +10, Profession (miner) +14, Stealth +14
Racial Modifiers +4 Craft (stonemasonry), +4 Profession (miner)
Languages Terran, Undercommon
ECOLOGY
Environment any underground (Plane of Earth)
Organization solitary, pair, gang (3–4), pack (5–10), or tribe (11–40 plus 50% noncombatants, 1–4 fighters of 2nd–4th level, and 1–2 druids of 2nd–4th level)
Treasure standard (masterwork heavy pick, other treasure)
SPECIAL ABILITIES
Earth Mastery (Ex) A pech gains a +1 bonus on attack and damage rolls if both it and its foes are touching the ground. If an opponent is airborne or waterborne, the pech takes a –4 penalty on attack and damage rolls. These modifiers are not precalculated into the statistics here.
Pech Magic (Sp) Four pechs working together can cast once per day. Eight pechs working together can cast (DC 17) once per day. These spell-like abilities function at CL 10th. Each pech must use a full-round action to take part in the casting. The save DCs are modified by the highest Charisma modifier in the group.
Stone Knowledge (Ex) A pech’s knowledge of earth and stone grants a +1 racial bonus on attack and damage rolls and the benefits of the Improved Critical feat against creatures and objects made of stone or earth or with the earth subtype. Knowledge (dungeoneering), Knowledge (engineering) and Profession (miner) are always class skills for a pech.
 

Salt Mephit

Covered in gritty, white crystals, this small humanoid seems both fragile and sharp. Its crystalline wings glitter, and its expression cold and aloof.

Mephits are the servants of powerful elemental creatures. Key sites and locations on the elemental planes are full of mephits scurrying about on important errands or duties. Each mephit is associated with one element that defines its spells and abilities. Salt mephits are commonly found on the Plane of Earth. These mephits are cruel and aloof.

CR 3 XP 800
N Small outsider (earth)
Init +6; Senses darkvision 60 ft.; Perception +6
DEFENSE
AC 17, touch 14, flat-footed 14 (+2 Dex, +1 dodge, +3 natural, +1 size)
hp 19 (3d10+3); fast healing 2 (only in arid environments)
Fort +2, Ref +5, Will +3
DR 5/magic
OFFENSE
Speed 30 ft., fly 40 ft. (average)
Melee 2 claws +5 (1d3+1)
Special Attacks breath weapon (15-foot cone of salt, 1d4 slashing damage plus sicken living creatures for 3 rounds, Reflex DC 13 for half damage and negate sicken)
Spell-Like Abilities (CL 6th; concentration +8)
1/day—summon (level 2, 1 mephit of the same type 25%)
STATISTICS
Str 13, Dex 15, Con 12, Int 6, Wis 11, Cha 14
Base Atk +3; CMB +3; CMD 15
Feats Dodge, Improved Initiative
Skills Bluff +8, Fly +10, Perception +6, Stealth +12
Languages Common, Terran
SQ dehydrate
ECOLOGY
Environment any (Plane of Earth)
Organization solitary, pair, gang (3–6), mob (7–12)
Treasure standard
SPECIAL ABILITIES
Breath Weapon (Su) Each type of mephit can unleash a particular breath weapon every 4 rounds as a standard action. The DC is Constitution-based and includes a +1 racial bonus.
Dehydrate (Su) Once per day a salt mephit can draw the moisture from an area in a 20-foot radius centered on itself. Living creatures within range take 2d8 points of damage (Fortitude DC 14 half; caster level 6th). This effect is especially devastating to plant and aquatic creatures, which take a –2 penalty on their saving throws. This ability is the equivalent of a 2nd-level spell.
 

Sandman

A whirling cloud of fine desert sand piles up upon itself, forming into the shape of a humanoid figure.

Stealthy and unpredictable, the sandman is a terror to all travelers in the desert, whether they be traders, messengers, or adventurers. When at rest, sandmen resemble ordinary piles of sand, blending in perfectly with barren surroundings or ancient tombs. They rely on their soporific powers in most situations, putting their enemies to sleep and killing their unconscious opponents or dragging them back to their summoner. Although they themselves are elementals, sandmen don’t typically associate with other elementals, seeing their unquestioning obedience as weak. Sandmen pride themselves as free thinkers, and when given a task by a summoner, often interpret the task as they see fit. Because of their arrogance, usually only the most confident or most desperate mages bother with sandmen. It is not uncommon for sandmen to voluntarily stay on the Material Plane, fiendishly playing with its inhabitants as they wreak silent havoc. A sandman takes the form of a rough humanoid about 6 feet tall. Its shape is never quite certain, and its animate muscles constantly shift and flex as it pummels its targets. Sandmen can manipulate their bodies in many ways, but prefer to keep their legs and feet in the form of dusty clouds of sand, so as to easily maneuver about in their preferred environments. Some of these creatures pride themselves on their ability to control their shapes. Just as a mortal artist might sculpt incredible works of art from stone with a chisel, so do these artist sandmen sculpt their own bodies into works of art. Some enjoy using this ability to reshape their appearance to mimic that of their conjurer or their enemies, allowing them an additional level of theatrics by either assuming a beautiful form or by allowing their form to melt away in a hideous manner. Given the combination of their quick imaginations and their natural penchant for cruelty, most sandmen tend to opt for the latter method of tormenting their foes.

CR 3 XP 800
NE Medium outsider (earth, elemental, extraplanar)
Init +5; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +7
Aura sleep (20 ft., DC 14)
DEFENSE
AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
hp 30 (4d10+8)
Fort +6, Ref +5, Will +3
Defensive Abilities amorphous; DR 10/bludgeoning; Immune elemental traits
OFFENSE
Speed 30 ft., burrow 30 ft.
Melee slam +6 (1d6+3 plus sleep)
STATISTICS
Str 14, Dex 13, Con 15, Int 10, Wis 11, Cha 10
Base Atk +4; CMB +6; CMD 17
Feats Improved Initiative, Iron Will
Skills Acrobatics +8, Climb +9, Knowledge (planes) +7, Perception +7, Sense Motive +7, Stealth +8 (+12 in sand)
Racial Modifiers +4 Stealth in sand
Languages Terran
SQ compression, sand form
ECOLOGY
Environment any land (Plane of Earth)
Organization solitary, gang (2–4), or shoal (5–10)
Treasure none
SPECIAL ABILITIES
Sand Form (Su) As a standard action, a sandman can cause its humanoid form to collapse into a pile of animated sand. In this form, treat the sandman as if it were a Small earth elemental made out of sand. The sandman retains its compression and sleep aura abilities when in sand form, but loses its sleep attack and its damage reduction, as its sandy body in this form is much more compact and easier to scatter with solid weapon blows.
Sleep (Su) A creature struck by a sandman’s slam attack must succeed on a DC 14 Will save or immediately fall asleep, as if affected by a spell (caster level 8th). There is no limit to the number of Hit Dice a sandman can affect with this ability. The save DC is Constitution-based.
Sleep Aura (Su) A sandman radiates a 20-foot-radius spread that puts creatures to sleep. Any creature in the area must succeed on a DC 14 Will save or fall asleep, as if affected by a spell (caster level 8th). There is no limit to the number of Hit Dice a sandman can affect with this ability. A creature that successfully saves is immune to that sandman’s sleep aura for 24 hours. The save DC is Constitution-based.
 

Xorn

This squat beast is as wide as it is tall. Strangely symmetrical, it has three arms, three legs, three eyes, and one huge mouth.

Strange creatures as big around as they are tall, xorns have little interest in natives of the Material Plane— except for the gems and precious metals they might be carrying. Lurking beneath the surface for what might seem long stretches of time to humans, a xorn might wait months, even years, for the right treat to come along, assaulting the being carrying its favorite meal, such as a certain gemstone or the right sort of silver. Adventurers who frequent regions inhabited by xorns often carry with them small chunks of raw ore or relatively inexpensive gemstones or crystals to use as bribes. While the price of a gemstone or piece of metal is often in direct proportion to the object’s flavor and desirability as a meal, most xorns are quite gluttonous and prefer quantity over quality when it comes to food.
Treasure found carried by a xorn or stashed in its lair amounts to little more than snacks set aside for another day. An offering of a particularly delicious (and expensive) jewel or piece of precious metal can swiftly secure a xorn’s temporary allegiance. Since xorns can swim through solid rock with ease, they make excellent guides in underground regions. Xorns grow in size as they age. The youngest xorns are approximately 3 feet in size, and can be represented by applying the young simple template to the statistics presented here. The most commonly encountered xorns are about 5 feet tall (and wide), while the largest are 8 feet or more and weigh upward of 9,000 pounds. These elder xorns are giant advanced xorns, but some even greater xorns exist as well, with upward of 15 Hit Dice. Often, an elder xorn possesses class levels as well. These creatures are generally leaders, heroes, or even outcasts or villains in xorn society. A classed elder xorn typically has levels in barbarian or rogue. Xorns aren’t particularly religious, but those who do have deep faith are typically druids (though such xorns rarely, if ever, take animal companions, as such followers cannot follow through solid rock, and instead choose to take the Earth domain). Xorn bards and sorcerers are not unheard of either, with bards favoring Perform (sing) as their focus, and sorcerers almost invariably having the Elemental (earth) bloodline.

CR 6 XP 2,400
N Medium outsider (earth, extraplanar)
Init +0; Senses all-around vision, darkvision 60 ft., tremorsense 60 ft.; Perception +14
DEFENSE
AC 21, touch 10, flat-footed 21 (+11 natural)
hp 66 (7d10+28)
Fort +8, Ref +2, Will +5
DR 5/bludgeoning; Immune cold, fire, flanking; Resist electricity 10
OFFENSE
Speed 20 ft., burrow 20 ft.; earth glide
Melee bite +10 (4d6+3), 3 claws +10 (1d4+3)
STATISTICS
Str 17, Dex 10, Con 17, Int 10, Wis 11, Cha 10
Base Atk +7; CMB +10; CMD 20 (22 vs. trip)
Feats Cleave, Improved Bull Rush, Power Attack, Toughness
Skills Appraise +10, Intimidate +10, Knowledge (dungeoneering) +10, Perception +14, Stealth +10, Survival +10
Racial Modifiers +4 Perception
Languages Common, Terran
ECOLOGY
Environment any (Plane of Earth)
Organization solitary, pair, or cluster (3–6)
Treasure standard (precious metals, gems, and magic gems or jewelry only)
SPECIAL ABILITIES
All-Around Vision (Ex) A xorn sees in all directions at the same time, giving it a +4 racial bonus on Perception checks. A xorn cannot be flanked.
Earth Glide (Ex) A xorn can glide through any sort of natural earth or stone as easily as a fish swims through water. Its burrowing leaves no sign of its passage nor hint at its presence to creatures that don’t possess tremorsense. A spell cast on an area containing a xorn moves the xorn back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
 

Earth Veela

This lithe humanoid's skin has a rich, earthen hue, textured like polished stone. Their movements possess a deliberate weight and balance, like shifting continents.

Capricious yet alluring, veelas are elemental spirits given shape. On the Elemental Planes, veelas revel in the unbridled energy of the elements from which they draw power. On the other planes, however, they lose some measure of the elemental energy saturating their forms. To compensate for this, they can siphon vitality from other living beings by engaging them in their ancient dances. Veelas typically do this with a creature’s permission, leaving partners exhilarated but exhausted. Only in the most dire circumstances does a veela use its dance as a weapon. Those few who can match these elemental spirits’ movements might earn a veela’s respect and compel it to share some of its beneficial magical powers.  A veela typically stands just under 6 feet tall and weighs approximately 140 pounds.

CR 7 XP 3,200
N Medium outsider (earth, extraplanar)
Init +3; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +12
DEFENSE
AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
hp 85 (9d10+36)
Fort +10, Ref +9, Will +6
DR 10/adamantine and magic; SR 18
OFFENSE
Speed 30 ft.
Melee mwk dagger +13/+8 (1d4+5/19–20 plus 1d6 bludgeoning), mwk dagger +13/+8 (1d4+5/19–20 plus 1d6 bludgeoning) or 2 slams +14 (1d4+5 plus 1d6 bludgeoning)
Special Attacks beckoning dance, elemental veil
Spell-Like Abilities (CL 9th; concentration +14)
At will— (self only),
3/day—, (DC 18)
1/day—,
STATISTICS
Str 20, Dex 17, Con 19, Int 14, Wis 11, Cha 20
Base Atk +9; CMB +14; CMD 27
Feats Ability Focus (beckoning dance), Combat Reflexes, Double Slice, Improved Two-Weapon Fighting, Two-Weapon Fighting
Skills Acrobatics +15, Bluff +17, Diplomacy +17, Knowledge (any one) +14, Perception +12, Perform (dance) +21, Sense Motive +12, Stealth +15
Racial Modifiers +4 Perform (dance)
Languages Common, Terran
ECOLOGY
Environment any mountains or underground (Plane of Earth)
Organization solitary, pair, or troupe (3–6)
Treasure standard (2 mwk daggers)
SPECIAL ABILITIES
Beckoning Dance (Su) As a standard action, a veela can compel a target that it can see to join it in dancing. The target must succeed at a DC 21 Will save or find herself forced to dance with the veela for up to 1 minute. At the end of each of the target’s turns, she must attempt a Perform (dance) check opposed by the veela’s Perform (dance) check. If the target doesn’t meet or exceed the veela’s result, she takes 1d4 points of Constitution damage and becomes fatigued. For every point of Constitution damage a veela deals in this way, it heals 5 hit points. Hit points healed in excess of its maximum become temporary hit points that last up to 1 hour before dissipating. While engaged in a beckoning dance, both a veela and its target are protected from being attacked as if by a spell (DC 18). Any target of a veela’s beckoning dance that exceeds the veela’s result on the opposed Perform check ends the beckoning dance and gains the benefits of the veela’s spell-like ability (if any uses of that ability remain), which consumes one of the veela’s daily uses. Targets that save against a veela’s beckoning dance can’t be affected by that veela’s beckoning dance again for 24 hours. The save DC is Charisma-based.
Elemental Veil (Su) An earth veela’s link to earth manifests as an overflow of energy that infuses its natural attacks and any melee weapons it holds, causing it to deal an extra 1d6 points of bludgeoning damage on any successful melee attack. In addition, as a standard action a veela can wreathe itself in a luminescent halo of energy. This duplicates the effect of the spell (caster level 9th) but deals bludgeoning damage instead. Ending or resuming this effect is a standard action.
 

Shaitan

This being resembles a towering human with skin of polished stone and glittering agate eyes.

Shaitans are boastful and proud genies from the Plane of Earth with flesh of metal, gems, or stone. A shaitan stands about 11 feet tall and weighs roughly 5,000 pounds. Some shaitans are noble. Often called pashas, they have 18 Hit Dice and gain the spell-like ability earthquake, usable once per day, as well as the ability to grant up to three wishes per day (nongenies only). A noble shaitan’s caster level for its spell-like abilities is 18th. Noble shaitans are CR 13.

CR 7 XP 3,200
LN Large outsider (earth, extraplanar)
Init +5; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +14
DEFENSE
AC 20, touch 10, flat-footed 19 (+1 Dex, +10 natural, –1 size)
hp 85 (9d10+36)
Fort +10, Ref +4, Will +8
Immune electricity
OFFENSE
Speed 20 ft., burrow 60 ft., climb 20 ft.
Melee 2 slams +13 (2d6+5) or mwk scimitar +14/+9 (1d8+7/18–20)
Space 10 ft.; Reach 10 ft.
Special Attacks earth mastery, metalmorph, stone curse
Spell-Like Abilities (CL 9th; concentration +11)
At will—, (willing targets to elemental planes, Astral Plane, or Material Plane only), , , (self only)
3/day—quickened (DC 14), , , ,
1/day—,
STATISTICS
Str 20, Dex 13, Con 19, Int 14, Wis 14, Cha 15
Base Atk +9; CMB +15; CMD 26
Feats Combat Casting, Greater Bull Rush, Improved Bull Rush, Improved Initiative, Power Attack, Quicken Spell-Like Ability ()
Skills Appraise +14, Bluff +14, Climb +25, Craft (gemcutting) +14, Knowledge (engineering) +14, Perception +14, Sense Motive +14, Spellcraft +14
Languages Aquan, Auran, Common, Ignan, Terran; telepathy 100 ft.
SQ stone glide
ECOLOGY
Environment any (Plane of Earth)
Organization solitary, pair, company (3–6), or band (7–12)
Treasure standard (masterwork scimitar, other treasure)
SPECIAL ABILITIES
Earth Mastery (Ex) A shaitan gains a +1 bonus on attack and damage rolls and a +2 bonus on opposed Strength-based checks if both it and its foe are touching the ground. It takes a –4 penalty on attack and damage rolls against airborne or waterborne opponents.
Metalmorph (Su) As a standard action, a shaitan may touch a single metal object of no more than 10 pounds and transform it into any other metal for 1 day.
Stone Curse (Su) If a shaitan wins a bull rush check by 5 or more and pushes its target into a stone barrier, the target must make a DC 19 Reflex save or be forced into the barrier as if the target had cast until the victim makes a successful DC 19 Fortitude save as a full-round action to exit the stone. The save DCs are Strength-based.
Stone Glide (Su) This functions as the earth elemental’s earth glide ability, except the shaitan can move through stone, dirt, crystal, or metal.
 

Crystal Dragon

This brilliantly colored dragon has scales, teeth, and claws made of multicolored crystal, and its wings are sheets of flexible glass.

Crystal dragons are generally good-natured, though their incredible vanity sometimes causes them to seem aloof and cocky. Any perceived insult against its appearance is all but assured to send a crystal dragon into a rage—which is a problem, as most crystal dragons are prone to seeing insults even where none are intended. Crystal dragons prefer underground lairs, and often go for decades or even centuries without emerging from their extensive cavern lairs onto the surface world above. Crystal dragons tend to be exacting and even obsessive-compulsive, their personalities mirroring the precise and ordered nature of the facets of their scales. A crystal dragon’s lair is a well-ordered place—these dragons find the very idea of the classic sprawl of a dragon’s hoard to be shameful.

WYRMLING — VERY YOUNG — YOUNG — JUVENILE — YOUNG ADULT — ADULT — MATURE ADULT — OLD — VERY OLD — ANCIENT — WYRM — GREAT WYRM
CR
CG dragon (earth, extraplanar)
Init +; Senses dragon senses; Perception +
DEFENSE
AC
hp
Fort +, Ref +, Will +
Immune paralysis, sleep, sonic
OFFENSE
Speed 60 ft., burrow 30 ft., climb 30 ft., fly
Melee
Space ft.; Reach
Special Attacks breath weapon
STATISTICS
Str , Dex , Con , Int , Wis , Cha
Base Atk +; CMB +; CMD
Feats
Skills
Racial Modifiers +8 Climb
Languages
ECOLOGY
Environment any underground (Plane of Earth)
Organization solitary
Treasure triple
 

Carnivorous Crystal

The facets of this crystalline formation shift and vibrate, as though in anticipation.

Natives of the endless caverns of the Plane of Earth, carnivorous crystals normally lead quiet existences, subsisting on minerals leeched from the surrounding rock. Living creatures, however, provide a veritable feast, as devouring the minerals in their bones and blood allows a crystal to reproduce in mere hours instead of years. Though lacking in anything that could be called intelligence, carnivorous crystals sense the living, and hunger for the sustenance trapped within their bodies. On the Plane of Earth and in the deepest caverns of the Material Plane, ancient carnivorous crystals grow without bounds, reaching incredible sizes.

CR 11 XP 12,800
N Medium ooze (earth, extraplanar)
Init –5; Senses blindsight 120 ft.; Perception –5
Aura subsonic hum (60 ft., DC 22)
DEFENSE
AC 17, touch 5, flat-footed 17 (–5 Dex, +12 natural)
hp 136 (16d8+64)
Fort +9, Ref +0, Will +0
DR 10/—; Immune cold, electricity, ooze traits; Resist fire 20
Weaknesses brittle, vulnerability to sonic
OFFENSE
Speed 10 ft., climb 10 ft.
Melee slam +18 (7d8+9/18–20 plus entrap)
Special Attacks crystallize, entrap (DC 22, 1d10 rounds, hardness 10, hp 10), razor sharp
STATISTICS
Str 22, Dex 1, Con 18, Int —, Wis 1, Cha 1
Base Atk +12; CMB +18; CMD 23 (can’t be tripped)
Skills Climb +14, Stealth +0 (+5 in rocky environs)
Racial Modifiers +5 Stealth (+10 in rocky environs)
SQ freeze, split (critical hit from a bludgeoning or sonic attack, 15 hp)
ECOLOGY
Environment any underground (Plane of Earth)
Organization solitary, colony (2–4), or formation (5–10)
Treasure incidental
SPECIAL ABILITIES
Brittle (Ex) Bludgeoning and sonic attacks can inflict critical hits on a carnivorous crystal. A successful critical hit from such attacks causes the carnivorous crystal to split, even if the attack causes no damage. The crystal remains immune to precision-based damage, such as damage from sneak attacks.
Crystallize (Ex) A creature entrapped by a carnivorous crystal’s attack must succeed at a DC 22 Fortitude save each round or become helpless. If a helpless creature fails this save, it becomes petrified as its body crystallizes. In 1d4 hours, the petrified victim shatters and a new carnivorous crystal emerges from the remains. The save DC is Constitution-based.
Razor Sharp (Ex) A carnivorous crystal’s slam attack deals devastating piercing and slashing damage, and threatens a critical hit on a roll of 18, 19, or 20.
Subsonic Hum (Su) An active carnivorous crystal gives off supernatural sonic vibrations. Any living creature starting its turn within this aura must succeed at a DC 22 Fortitude save or be stunned for 1 round. A creature that successfully saves cannot be affected by the same carnivorous crystal’s subsonic hum for 24 hours. This is a sonic mind-affecting effect. The save DC is Constitution-based.
 

Vault Keeper Xiomorn

This bipedal figure of stone and crystal stands on two legs, its four spindly arms and insectile frame shifting with quiet, fluid grace.

Xiomorns comprise two castes: the four-legged mythic Vault Builders and the two-legged non-mythic Vault Keepers. Both are among the most ancient forms of life—primeval elemental beings who travel to raw, new worlds upon the Material Plane, pursuing strange ecological investigations into the nature of life. The worlds these enigmatic beings have visited feature strange ruins in remote regions and immense, vault-like caverns deep underground where ecologies that shouldn’t exist flourish. Xiomorns have little interest in protecting a world’s indigenous life, except as necessary for their experiments’ goals, and wage war against such races when native empires encroach upon the xiomorns’ experimental realms.

CR 14 XP 38,400
LN Medium outsider (earth, elemental, extraplanar)
Init +8; Senses darkvision 60 ft., tremorsense 120 ft.; Perception +23
DEFENSE
AC 28, touch 19, flat-footed 19 (+8 Dex, +1 dodge, +9 natural)
hp 200 (16d10+112); fast healing 5
Fort +12, Ref +18, Will +14
DR 10/adamantine and bludgeoning; Immune elemental traits; SR 25
OFFENSE
Speed 40 ft., climb 40 ft.
Melee 4 claws +24 (2d4+6/19–20 plus crystallization)
Special Attacks crystal burst (DC 25), crystallization (DC 25), rend (2 claws, 2d4+9)
Spell-Like Abilities (CL 16th; concentration +23)
At will—, (self plus 50 lbs. of objects only), (DC 19), (DC 24), ,
3/day— (DC 26), (DC 23), (DC 21),
1/day— (earth elementals only),
STATISTICS
Str 22, Dex 27, Con 25, Int 27, Wis 18, Cha 24
Base Atk +16; CMB +22 (+24 sunder); CMD 41 (43 vs. sunder)
Feats Combat Reflexes, Dodge, Improved Critical (claw), Improved Sunder, Mobility, Power Attack, Spring Attack, Weapon Finesse
Skills Acrobatics +20, Climb +30, Craft (sculpture) +13, Disable Device +22, Heal +20, Knowledge (arcana) +27, Knowledge (dungeoneering) +24, Knowledge (geography) +24, Knowledge (nature) +24, Knowledge (planes) +27, Perception +23, Sense Motive +23, Spellcraft +27, Stealth +27, Use Magic Device +26
Languages Terran; telepathy 300 ft.
SQ item mastery
ECOLOGY
Environment any
Organization solitary, pair, or cabal (3–6 plus 4–12 pechs and 2–6 earth elementals)
Treasure double
SPECIAL ABILITIES
Crystal Burst (Su) A Vault Keeper’s crystal burst deals 12d6 points of damage.
Crystallization (Su) A creature struck by a Vault Keeper’s claw must succeed at a DC 25 Fortitude save or take 1 point of Dexterity drain. On a critical hit, a target that fails its save instead takes 4 points of Dexterity drain. As long as a creature suffers this drain, portions of its body appear as living green crystal and it gains the earth creature subtype. A creature whose Dexterity score is drained to 0 in this manner transforms into a green crystal statue, as if affected by . The save DC is Constitution-based.
Item Mastery (Ex) A Vault Keeper can always activate spell trigger and spell completion items as if the spell were on its class list.
Item Shaper (Ex) For the purposes of crafting magic items or constructs, a Vault Keeper is treated as though it had all item creation feats.
 

Vault Builder Xiomorn

This towering, four-legged entity of stone and crystal rises on spindly limbs, its four arms and insectile form moving with fluid, almost liquid grace.

CR 20/MR 8 XP 307,200
LN Medium outsider (earth, elemental, extraplanar, mythic)
Init +10; Senses darkvision 60 ft., tremorsense 120 ft.; Perception +26
Aura frightful presence (30 ft., DC 27)
DEFENSE
AC 38, touch 21, flat-footed 27 (+10 Dex, +1 dodge, +17 natural)
hp 317 (19d10+213); fast healing 5
Fort +13, Ref +21, Will +17
Defensive Abilities block attacks, fortification (50%); DR 10/adamantine, bludgeoning, and epic; Immune elemental traits; SR 31
OFFENSE
Speed 40 ft., burrow 30 ft., climb 40 ft.; earth glide
Melee 4 claws +29 (2d4+10/19–20 plus crystallization)
Special Attacks crystal burst, crystallization, mythic magic 3/day, mythic power (10/day, surge +1d10), rend (2 claws, 2d4+9), xiomorn spellcasting
Spell-Like Abilities (CL 19th; concentration +27)
At will—, (self plus 50 lbs. of objects only), (DC 20), (DC 25), ,
3/day—command stone (DC 27), (DC 24), (DC 22),
1/day—, (earth elementals only),
Wizard Spells Prepared (CL 19th; concentration +28)
8th— M, ,
6th— M (DC 24), M (DC 24)
3rd— M
STATISTICS
Str 22, Dex 31, Con 25, Int 29, Wis 18, Cha 26
Base Atk +19; CMB +25 (+31 sunder); CMD 46 (52 vs. sunder, 50 vs. trip)
Feats Ability Focus (crystallization), Combat Reflexes, Dodge, Extra Mythic Power M, Improved Critical (claw), Improved Sunder M, Iron Will, Mobility, Power Attack, Spring Attack M, Weapon Finesse M
Skills Climb +33, Craft (sculpture) +37, Disable Device +27, Heal +23, Knowledge (arcana, planes) +39, Knowledge (dungeoneering, engineering, geography, nature) +28, Perception +26, Sense Motive +26, Spellcraft +31, Stealth +32, Use Magic Device +30
Racial Modifiers +8 Craft (sculpture), +8 Knowledge (arcana), +8 Knowledge (planes)
Languages Terran; telepathy 300 ft.
SQ item mastery, item shaper, secret of the Vault Seeds
ECOLOGY
Environment any
Organization solitary, pair, or foundation (2 plus 4–20 Vault Keepers)
Treasure triple
SPECIAL ABILITIES
Command Stone (Sp) This functions as but affects only creatures with the earth subtype or stone constructs. When used against a construct, this ability overcomes spell resistance, but the effects last for only 1 round per level.
Crystal Burst (Su) As a standard action once every 1d4 rounds, a Vault Builder can create an explosion of razor-sharp crystals at a range of up to 120 feet. These crystals fill a 30-foot-radius burst and deal 20d6 points of piercing and slashing damage (Reflex DC 26 half). The save DC is Constitution-based.
Crystallization (Su) A creature struck by a Vault Builder’s claw must succeed at a DC 28 Fortitude save or take 2 points of Dexterity drain. On a critical hit, a target that fails its save instead takes 4 points of Dexterity drain. As long as a creature suffers this drain, portions of its body appear as living green crystal and it gains the earth creature subtype. A creature whose Dexterity score is drained to 0 in this manner transforms into a green crystal statue, as if affected by . The save DC is Constitution-based.
Item Mastery (Ex) A Vault Builder can always activate spell trigger and spell completion items as if the spell were on its class list.
Item Shaper (Ex) For the purposes of crafting magic items or constructs, a Vault Builder is treated as though it had all item creation feats. It requires only 1 hour of work per 1,000 gp of the item’s base cost, instead of 8 hours. For items made primarily of crystal, stone, or earth, it requires only 30 minutes, and the item’s base cost is halved.
Secret of the Vault Seeds (Su) A Vault Builder has an innate understanding of Vault Seeds—magic-rich artifacts that create the vaults found on many Material Plane worlds. This process includes finding the raw crystals the seeds are formed from on the Plane of Earth, faceting the gem and using magic to grow it into its shape, and nurturing the seed with the proper spells once it’s planted in the raw earth from which the vault will grow. A Vault Builder gains regeneration 10 while in a vault it created or directly helped create. No attack type causes this regeneration to stop functioning; a Vault Builder can be killed by hit point damage only if it is removed from its vault first.
Xiomorn Spellcasting (Su) This ability functions as simple arcane spellcasting, except the Vault Builder can change its spells each morning as though preparing spells, choosing a number of spells with a combined level equal to twice its CR. Each Vault Builder knows a number of spells with a combined level equal to three times its CR, choosing from the spells listed above, as well as , mythic , and .