Garnfellow said:
A half-farspawn earth elemental would be pretty cool.
Be careful what you wish for.
Half Far spawn Earth Pseudomental, Medium
Medium Outsider (Earth, Extraplanar)
Hit Dice: 6d8+36 (63 hp) [66 if you give monsters high average HP]
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 22 ( +12 natural), touch 10, flat-footed 22
Base Attack/Grapple: +4/+9
Attack: Slam +10 melee (1d8+6 magic)* OR tentacle +11 melee(1d4+6 magic)
Full Attack: Slam +10 melee (1d8+6 magic)*, 2 Tentacles +6 melee (1d4+3 magic) OR 4 tentacles +11 melee [1d4+6 magic]
Space/Reach: 5 ft./5 ft.
Special Attacks: Earth mastery, push
Spell like Abilities: { } { } { }blur 3/day, { }touch of idiocy 1/day, { }stinking cloud1/day
Special Qualities: Acid resist 10, Blindsight 60 ft, Change shape, DR 5/ magic, Darkvision 60 ft., earth glide, elemental traits, Electricity resist 10, Poison immunity, Spell Resist 16, { }True Strike 1/day
Saves: Fort +11, Ref +2, Will +4
Abilities: Str 23, Dex 10, Con 23, Int 4, Wis 14, Cha 13
Skills: Concentration +11, Listen +11, Spot +11
Feats: Power Attack., weapon focus tentacle, Blindfight.
Environment: Plane of Earth or areas of Far Rælm corruption
Organization: Solitary
Challenge Rating: 5.66
Treasure: None
Alignment: Chaotic Evil or Not Applicable
Advancement: 7 HD (Medium)
From the wall, a distorted being, slightly larger than yourself, exudes forth, the stone giving no resistance to the creature as if grateful to be rid of it. A heartbeat later, a foul scent violates your nostrils, leaving you grateful your eyes only have to contend with hints of stone and slime. Almost bipedal, 4 arm like appendages flail near the top of the thing’s form. Even glancing upon the creature’s muted form call up sensations, urgent and primal, that demand ‘Destroy this creature or flee from it!'
Earth pseudomentals speak Terran but rarely choose to do so.
Combat
Though an earth pseudomental moves slowly, it is a relentless opponent. It can travel though solid ground or stone as easily as humans walk on the earth’s surface. It cannot swim, however, and must either walk around a body of water or go through the ground under it. An earth pseudomental can move along the bottom of a body of water but prefers not to.
Earth Mastery (Ex): An earth pseudomental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the pseudomental takes a –4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)
Push (Ex): An earth pseudomental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the pseudomental’s opposed Strength checks.
Earth Glide (Ex): An earth pseudomental can glide through stone, dirt, 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 or other signs of its presence. A move earth spell cast on an area containing a burrowing earth pseudomental flings the pseudomental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
True Strike (Su): Once per day, this creature can make a normal attack with a +20 insight bonus on a single attack roll. The half-farspawn is not affected by the miss chance that applies to attacks against a concealed target.
Note, This is not casting true strike, the creature chooses to use this ability and launches the attack that round, often power attacking for full and fighting defensively, reducing the bonus to +12.
Elemental traits: Immunity to poison, sleep effects, paralysis, and stunning. Not subject to critical hits or flanking. Raise dead, reincarnate, and resurrection, don’t work on this creature. Nor does it eat, sleep, or breathe.
Change Shape (Su): As a standard action, a half-farspawn can take the form of a grotesque, tentacled mass. This ability
functions as described for the change shape ability (see page306 of the Monster Manual), except as follows:
— The creature’s looses its slam attack, Push and Earth mastery.
— The creature’s movement modes do not change.
— The creature retains the tentacle attacks granted by this template (see Attack, above) and gains two additional tentacle
attacks when making a full attack.
— The creature becomes amorphous. It cannot be flanked, and is not subject to extra damage from critical hits.
— Creatures native to the Material Plane take a –1 morale penalty on attack rolls against a half-farspawn in its amorphous
form.