Init: -1. Senses: darkvision 60 ft., tremorsense 60 ft.; Perception +20. Ac: 29, touch 7, flat-footed 29 (-1 Dex, +22 natural, -2 size).
Hp: 218 (16d10+130).
Fortitude: +15. Reflex: +4. Will: +11. Defensive Abilities: trap weapon. Dr: 10/-. Immune: elemental traits.
Speed: 20 ft., burrow 20 ft., earth glide. Melee: 2 slams +26 (4d6+18/18-20). Space: 15 ft.. Reach: 15 ft.. Special Attacks: earth mastery, mythic power (5/day, surge +1d8), petrify, stun, trample (4d6+18, DC 30). Strength: 34. Dexterity: 8. Constitution: 21. Intelligence: 12. Wisdom: 13. Charisma: 11.
Base Attack: +16. Cmb: +30 (+34 bull rush or overrun, +32 sunder). Cmd: 41 (43 vs. bull rush, overrun, or sunder).
Feats: Awesome Blow, CleaveM, Greater Bull Rush, Greater Overrun, Improved Bull RushB, Improved Critical (slam)M, Improved Overrun, Improved Sunder, Power AttackM.
Skills: Appraise +20, Climb +31, Knowledge (dungeoneering) +20, Knowledge (planes) +20, Perception +20, Sense Motive +20, Stealth +10.
Languages: Terran. Special Qualities: powerful blows (slam).
Environment: any (Plane of Earth). Organization: solitary, pair, or gang (3-8). Treasure: none.
spell-like abilities: (CL 16th; concentration +16)
At will-stone shape
5/day-transmute mud to rock (DC 15)
Description: This humanoid mountain of stone and earth strides forward on legs like pillars, a vast grove covering its back.
Special Abilities
A earth elemental 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 elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks. If it hits a target with a slam attack, a mythic earth elemental can expend two uses of mythic power to permanently turn that target to stone. If the target succeeds at a DC 23 Fortitude save, it is slowed (as the spell) for 1d6 rounds instead of petrified. The save DC is Constitution-based.Stun
If a mythic earth elemental strikes an opponent with two slams in 1 round, that creature must succeed at a DC 30 Fortitude save or be stunned for 1d6 rounds. The save DC is Strength-based.Trap Weapon
A mythic earth elemental's body traps manufactured weapons that damage it. A manufactured weapon that deals hit point damage to the elemental (after subtracting its DR) is stuck fast unless the wielder succeeds at a DC 30 Reflex save. A creature can spend a standard action to attempt a DC 30 Strength check to remove a stuck weapon. Weapons that deal only bludgeoning damage are immune to this ability. The elemental can release any number of stuck weapons as a free action. The save DC is Strength-based.Infused with the power and wisdom of the deepest, oldest stone, a mythic elder earth elemental is a rocky bulwark against progress and change. They use innate magic and their very bodies to block enemy advances and preserve treasures of the earth.