Elder Magma Elemental

CR: 11 XP: 12,800


N Huge outsider (earth, elemental, extraplanar, fire)


Init: +3 Senses: darkvision 60 ft. Perception: +19


Defense

AC: 25, touch 7, flat-footed 25 (–1 Dex,, +18 natural, –2 size)


hp: 152 (16d10+64)


Fort: +14 Ref: +4 Will: +10


DR: 10/—


Immune: fire, elemental traits


Weaknesses: vulnerable to cold


Offense

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


Statistics

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. 530 0 530 05 Elemental, Mud This animate pile of mud seems barely able to maintain the semblance of a humanoid form made of dripping sludge. Mud Elemental


Languages: Terran


Ecology

Environment: any land or water (Plane of Earth)


Organization: solitary, pair, or gang (3–8)


Treasure: none


Description

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.

Source: Pathfinder Roleplaying Game Bestiary 2