Garak's summoned Earth creatures.
This is the result of replacing the fiendish/celestial templates from Terrors of Athas's Summon Monster list with the Earth Element template from Manual of the Planes. I'll be progressively updating this entry, as I get around to templating more and more of the summonable critters...
Summon Monster V
Earthen Feylaar
Large Elemental (earth)
Hit Dice: 7d8+7 (38 hp)
Initiative: +5
Speed: 30 ft. (6 squares), burrow 20 ft.
Armor Class: 16 (?1 size, +1 Dex, +6 natural), touch 10, flat-footed 16
Base Attack/Grapple: +7/+23
Attack: Slam +10 melee (1d6+4)
Full Attack: 4 slams +10 melee (1d6+4) and bite +8 melee (1d8+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Constrict 1d6+4, death field, psionics, improved grab, earth mastery
Special Qualities: Tremorsense, elemental qualities, darkvision 60 ft.
Saves: Fort +3, Ref +6, Will +5
Abilities: Str 18, Dex 12, Con 12, Int 12, Wis 10, Cha 9
Skills: Climb +17, Jump +8, Psicraft +6, Spot +5, Survival +5
Feats: Ability Focus (death field), Improved Initiative, Multiattack
Challenge Rating: 6
Improved Grab (Ex): To use this ability, a feylaar must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Constrict (Ex): If a feylaar successfully grapples an opponent, it inflicts an automatic 1d6+4 damage in addition to the regular slam damage caused by the grapple.
Death Field (Sp): This innate psionic power may be used up to 3 times per day. When activated, the feylaar sacrifices a number of hit points up to its current total. All creatures within 20 ft must make a successful Fort save (DC 16) or take damage equal to the number of hit points sacrificed by the feylaar. A successful save negates the damage.
Psionics (Sp): 3/day: body adjustment, chameleon, conceal thoughts, dimension door, displacement, domination, false sensory input, inflict pain, invisibility, mindlink, psychic vampire, shadow body. Attack/Defense modes (Sp): ego whip, id insinuation, intellect fortress, mental barrier, mind thrust, tower of iron will. Manifester level 7th.
Earth Mastery (Ex): An earthen creature gains a +1 on attack and damage rolls if both it and its foe touch the ground. If an opponent is airborne or waterborne, the earth element creature suffers a -4 on attack and damage rolls.
Skills: A feylaar has a racial +8 bonus to all Climb and grapple checks.
Earthen Monstrous Scorpion, Large
Large Elemental (Earth)
5d8+10 (32 hp)
Initiative: -1
Speed: 50 ft. (10 squares), burrow 20 ft.
Armor Class: 18 (-1 size, -1 Dex, +10 natural), touch 8, flat-footed 19
Base Attack/Grapple: +3/+12
Attack: Claw +7 melee (1d6+5)
Full Attack: 2 claws +7 melee (1d6+5) and sting +2 melee (1d6+2 plus poison)
Space/Reach: 10 ft./5 ft.
Special Attacks: Constrict 1d6+5, improved grab, poison, earth mastery
Special Qualities: Darkvision 60 ft., tremorsense 60 ft., elemental traits
Saves: Fort +6, Ref +0, Will +1
Abilities: Str 21, Dex 8, Con 14, Int ?, Wis 10, Cha 2
Skills: Climb +9, Hide -1, Spot +4
Challenge Rating: 4
Constrict (Ex): A monstrous scorpion deals automatic claw damage on a successful grapple check.
Improved Grab (Ex): To use this ability, a monstrous scorpion must hit with a claw attack. A monstrous scorpion can use either its Strength modifier or Dexterity modifier for grapple checks, whichever is better.
Poison (Ex): A monstrous scorpion has a poisonous sting. Fort Save DC 14, initial and secondary damage 1d4 Con.
Earth Mastery (Ex): An earthen creature gains a +1 on attack and damage rolls if both it and its foe touch the ground. If an opponent is airborne or waterborne, the earth element creature suffers a -4 on attack and damage rolls.
NOTE: There's a bit of ambiguity here - the scorpion is no longer a Vermin, but the template doesn't change it's Int - it is still mindless. I'm not sure if this means it retains the vermin traits - immunity to mind-affecting effects, etc.
Earthen Dire Ape
Large Elemental (earth)
Hit Dice: 5d8+13 (35 hp)
Initiative: +1
Speed: 30 ft. (6 squares), climb 15 ft., burrow 20 ft.
Armor Class: 17 (-1 size, +1 Dex, +7 natural), touch 10, flat-footed 16
Base Attack/Grapple: +3/+14
Attack: Claw +9 melee (1d6+7)
Full Attack: 2 claws +9 melee (1d6+7) and bite +4 melee (1d8+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rend 2d6+10, earth mastery
Special Qualities: Low-light vision, scent, tremorsense, elemental qualities, darkvision 60 ft.
Saves: Fort +6, Ref +5, Will +5
Abilities: Str 24, Dex 13, Con 14, Int 2, Wis 12, Cha 7
Skills: Climb +15, Listen +5, Move Silently +3, Spot +6
Feats: Alertness, Toughness
Challenge Rating: 4
Rend (Ex): A dire ape that hits with both claw attacks latches onto the opponent?s body and tears the flesh. This attack automatically deals an extra 2d6+10 points of damage.
Earth Mastery (Ex): An earthen creature gains a +1 on attack and damage rolls if both it and its foe touch the ground. If an opponent is airborne or waterborne, the earth element creature suffers a -4 on attack and damage rolls.
Skills: Dire apes have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
Earthen Brown Bear
Large Elemental (earth)
Hit Dice: 6d8+24 (51 hp)
Initiative: +0
Speed: 40 ft. (8 squares), burrow 20 ft.
Armor Class: 17 (-1 size, +8 natural), touch 9, flat-footed 17
Base Attack/Grapple: +4/+17
Attack: Claw +12 melee (1d8+9)
Full Attack: 2 claws +12 melee (1d8+9) and bite +7 melee (2d6+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab, earth mastery
Special Qualities: Low-light vision, scent, darkvision 60 ft, tremorsense, elemental qualities
Saves: Fort +9, Ref +5, Will +3
Abilities: Str 29, Dex 11, Con 19, Int 2, Wis 12, Cha 6
Skills: Listen +4, Spot +7, Swim +13
Feats: Endurance, Run, Track
Challenge Rating: 5
Improved Grab (Ex): To use this ability, a brown bear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Skills: A brown bear has a +4 racial bonus on Swim checks.
Earth Mastery (Ex): An earthen creature gains a +1 on attack and damage rolls if both it and its foe touch the ground. If an opponent is airborne or waterborne, the earth element creature suffers a -4 on attack and damage rolls.
Summon Monster IV
Earthen Lirr
Medium Elemental (earth)
Hit Dice: 5d8+10 (32 hp)
Initiative: +0
Speed: 40 ft. (8 squares), burrow 20 ft.
Armor Class: 17 (+6 natural), touch 10, flat-footed 16
Base Attack/Grapple: +3/+5
Attack: Claw +5 melee (1d4+2)
Full Attack: 2 claws +5 melee (1d4+2) and bite +0 melee (1d10+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab, earth mastery, stun, rake (1d4+2)
Special Qualities: Low-light vision, darkvision 60 ft, tremorsense, elemental qualities
Saves: Fort +6, Ref +4, Will +2
Abilities: Str 15, Dex 10, Con 14, Int 1, Wis 12, Cha 11
Skills: Hide +4, Jump +5, Spot +7
Feats: Alertness, Combat Reflexes
Challenge Rating: 4
Improved Grab (Ex): To use this ability, a lirr must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.
Skills: A lirr has a +4 racial bonus on Jump checks.
Rake (Ex): Attack bonus +5 melee, damage 1d4+2
Stun (Ex): The lirr can emit a powerful roar that stuns any creature within a 40 ft cone. The stun effect lasts 1d4 rounds. A Fort save (DC 14) negates.
Earth Mastery (Ex): An earthen creature gains a +1 on attack and damage rolls if both it and its foe touch the ground. If an opponent is airborne or waterborne, the earth element creature suffers a -4 on attack and damage rolls.
Earthen Lion
Large Elemental (earth)
Hit Dice: 5d8+10 (32 hp)
Initiative: +2
Speed: 40 ft. (8 squares), burrow 20 ft.
Armor Class: 15 (?1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
Base Attack/Grapple: +3/+13
Attack: Claw +9 melee (1d4+6)
Full Attack: 2 claws +9 melee (1d4+6) and bite +3 melee (1d8+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Pounce, improved grab, rake 1d4+3, earth mastery
Special Qualities: Low-light vision, scent, tremorsense, elemental qualities, darkvision 60 ft.
Saves: Fort +6, Ref +6, Will +2
Abilities: Str 23, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Skills: Balance +6, Hide +2*, Listen +5, Move Silently +10, Spot +5
Feats: Alertness, Run
Challenge Rating: 4
Pounce (Ex): If a lion charges a foe, it can make a full attack, including two rake attacks.
Improved Grab (Ex): To use this ability, a lion must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.
Rake (Ex): Attack bonus +7 melee, damage 1d4+3.
Skills: Lions have a +4 racial bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +12.
Earth Mastery (Ex): An earthen creature gains a +1 on attack and damage rolls if both it and its foe touch the ground. If an opponent is airborne or waterborne, the earth element creature suffers a -4 on attack and damage rolls.