Medium Earth Elemental
Medium elemental- Challenge
- STR
- 4
- DEX
- −1
- CON
- 4
- INT
- −3
- WIS
- 0
- CHA
- 0
- Soak
- 2
- Fort
- +5
- Ref
- +2
- Will
- +0
Earth Glide. The medium earth elemental can burrow through nonmagical, unworked earth and stone. While doing so, the medium earth elemental doesn’t disturb the material it moves through.
Maneuvers. The medium earth elemental uses maneuvers (maneuver save Difficulty 14). It has 2 stamina dice which are d8s, a dice limit of 1, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:
1 stamina die: bonecrush, debilitating crush, disorient, hammer spin, hammer through, hammering blow, knockback, rolling stone, smash, spring attack
Siege Monster. The medium earth elemental deals double damage to objects and structures.
Spellcasting. The medium earth elemental uses Primal (cha) to cast spells (spell save Difficulty 10, +1 to hit with spell attacks). It has 1 mana, a mana limit of 1, regains all expended mana when it finishes a long rest, and regains half its total mana when it finishes a short rest. It knows the following spells:
Cantrips (at will): earthen hide, ferrous growth, mold earth, stonefist
1 mana: avalanche, bones of the earth, earthbind, earthen bulwark, hurl boulder, orbital stones, rock armor, stalagmite, tremor
Actions (2)
Slam. Melee Weapon Attack: +5 to hit. Hit: 8 (1d8 + 4) bludgeoning damage.
Maneuvers
As an action, make a melee weapon attack that deals bludgeoning damage to crush the creature’s skeletal structure.
On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it is slowed 1 until the end of its next turn.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.
You can expend 1 additional stamina die so the creature is slowed for 1 minute/stamina die. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
As an action, make a melee weapon attack with a weapon that deals bludgeoning damage to debilitate the creature.
On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it only deals half damage until the end of its next turn..
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage for each additional stamina die expended. This augment also causes the creature to be debilitated for 1 minute/stamina die. At the end of each of its turns, a debilitated creature can repeat the saving throw, ending the effect on itself on a success.
1 minute/stamina die
As an action, make a weapon attack to disorient the creature.
On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Reflex saving throw or it can’t take reactions for the duration.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Enhance
You can increase the damage for each additional stamina die expended.
Stagger. You can expend 1 additional stamina die so the creature is staggered instead of not being able to take reactions, but only until the end of its next turn. You can expend 1 additional stamina die so the creature is staggered for the duration.
Incapacitate. You can expend 2 additional stamina die so the creature is incapacitated instead of not being able to take reactions, but only until the end of its next turn.
Stun. You can expend 4 additional stamina die so the creature is stunned instead of not being able to take reactions, but only until the end of its next turn.
As an action, make a weapon attack with a melee weapon that you wield in two hands that deals bludgeoning damage and then spin your weapon around. Each creature within your weapon’s reach must make a Reflex saving throw.
On a failure, it takes bludgeoning damage equal to the stamina die.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
Enhance
You can increase the damage for each additional stamina die expended.
As an action, make a weapon attack with a melee weapon that deals bludgeoning damage and then hammer through the target. Each creature within 1 meter of the target and within your weapon’s reach must make a Reflex saving throw.
On a failure, it takes bludgeoning damage equal to the stamina die.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
Enhance
You can increase the damage for each additional stamina die expended.
As an action, make a melee weapon attack with a melee weapon that deals bludgeoning damage to smash through armor and bone.
On a hit, add the stamina die to the attack’s damage.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Treat the target’s soak as being 2 less than normal.
Enhance
You can increase the damage and ignore an additional Soak for each additional stamina die expended.
Elder Mountain Hammer. You can expend 2 additional stamina dice to ignore damage resistances.
As an action, make a weapon attack to knock the creature back.
On a hit, add the stamina die to the attack’s damage and if the creature is your size or smaller, it must succeed on a Reflex saving throw or you push it 4 meters away from you.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage, push the creature an additional meter, and target a creature of a larger size for each additional stamina die expended.
As an action, you can use the Dash action. If you use a Brawn check to Overrun a creature during this movement and your check passes the creature’s passive Brawn or Nimbleness (if it chooses to avoid you), it takes bludgeoning damage equal to the stamina die and is knocked prone. If you fail to Overrun by 4 or less, the creature takes half as much bludgeoning damage, but isn’t knocked prone.
Enhance
You can increase the damage for each additional stamina die expended.
As an action, make a melee weapon attack with a weapon that deals bludgeoning damage against an object or structure to smash it.
On a hit, add the stamina die to the attack’s damage.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
The attack deals double damage to objects and structures.
Enhance
You can increase the damage for each additional stamina die expended.
As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.
On a hit, add the stamina die to the attack’s damage.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage for each additional stamina die expended.
Spells
As an action, your skin transforms to be as hard as stone. You have a Soak of 2 or your Soak increases by 2 until the end of your next turn.
1 minute
As an action, you can touch a piece of nonmagical iron or steel that isn’t being worn or carried by another creature to cause it to grow into an object up to 2 kilos in weight, such as a dagger, sword, crowbar, or steel shield. This object remains in this form for the duration or until broken or destroyed, at which point it shrinks back to its original size and shape.
If you cast this spell multiple times, you can only cause up to two objects to grow, and you can dismiss such an effect on your turn (no action required).
At higher levels
The maximum weight of objects that the object can grow into with this spell increases when you reach 9th level (5 kilos) and 17th level (7 kilos).
As an action, choose a portion of dirt or stone that you can see within 5 meters and that fits within a 1-meter cube. You manipulate it in one of the following ways:
- If you target an area of loose earth, you can hurl it. Make a ranged spell attack against a creature within 5 meters. On a hit, the target takes 1d10 bludgeoning damage. On a miss by 4 or less, the target takes half as much damage.
- If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 1 meter away. This movement doesn’t involve enough force to cause damage. This can be used to create a small foxhole with half cover.
- You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
- If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect on your turn (no action required).
At higher levels
This spell’s damage increases by 1d10 when you reach 9th level (2d10) and 17th level (3d10).
As an action, you transform one of your hands into solid stone. Make a melee spell attack against the target.
On a hit, it takes 1d10 bludgeoning damage.
On a critical hit, it takes twice as much damage.
On a miss by 4 or less, it takes half as much damage.
After you make the attack, your hand returns to normal.
At higher levels
This spell’s damage increases by 1d10 when you reach 9th level (2d10) and 17th level (3d10).
As an action, you bombard an area with rocks. Each creature in a cone or line must make a Reflex saving throw.
On a failure, it takes 3d8 bludgeoning damage and is pushed 2 meters away from you following the direction of the cone or line if it is Medium or smaller.
On a critical failure, it takes twice as much damage and is pushed 4 meters away from you following the direction of the cone or line if it is Medium or smaller.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
Augment
You can increase the damage by 1d8, push each creature an additional meter, and affect a creature of a larger size for each additional mana expended.
As an action, a pillar of stone bursts from a place on the ground that you can see within 20 meters. A pillar is a cylinder. The ground where a pillar appears must be wide enough for its diameter.
A pillar has 12 Defense, 2 Soak, and 30 Health. When reduced to 0 health, a pillar crumbles into rubble, which creates an area of difficult terrain that is twice as wide as its normal radius that lasts until the rubble is cleared. Each 1-meter diameter portion of the area requires at least 1 minute to clear by hand.
If a pillar is created under a creature, that creature must make a Reflex saving throw or be lifted by the pillar. A creature can choose to fail the save.
On a success, the creature moves up to 1 meter to the nearest space.
If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 4d6 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. A creature restrained by a pillar can use an action to make a Brawn or Nimbleness check (its choice) against your spell save Difficulty.
On a success, the creature is no longer restrained and must either move off the pillar or fall off it.
Augment
You can create one additional pillar for each additional mana expended.
concentration, 1 minute/mana
As an action, yellow strips of magical energy lash out at a creature that you can touch or see within 100 meters which must make a Reflex saving throw.
On a failure, its flying speed (if any) is reduced to 0 meters for the duration. An airborne creature affected by this spell descends at 20 meters per round until it reaches the ground or the spell ends.
Augment
You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.
As a reaction, which you use when you are hit by an attack or missed by 4 or less that you can see, your skin turns as hard as stone. Until the start of your next turn, including against the triggering attack, choose one of the following options:
- Roll a d4 and add the result to your Defense
- You have resistance to bludgeoning, piercing, and slashing damage from attacks that aren’t adamantine You can do so after the roll but before any effects of the roll occur.
Augment
You can expend 1 additional mana to trigger the spell when a creature that you can see within 10 meters is attacked. The attacked creature gains the benefits instead.
Stone’s Shelter. You can expend 2 additional mana to instead become encased in stone as the attack’s damage against you is halved. For 1 minute/mana or until you end this feature on your turn, a non magical dome of solid stone springs into existence around you. The dome forms up to 30 centimeters away from your body in all directions and is 30 centimeters thick.
The dome is an object made of stone that can be damaged and thus breached. It has 16 Defense and 80 Health. Reducing the dome to 0 health destroys it.
As an action, you pull earth and stone from the ground, forming a large boulder and hurl it at a creature or object within 5 meters. The creature must make a Reflex saving throw.
On a failure, it takes 4d8 bludgeoning damage and is pushed 2 meters away from you if it is Medium or smaller.
On a critical failure, it takes twice as much damage and is pushed 4 meters away from you if it is Medium or smaller.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
Augment
You can increase the damage by 4d8, push the creature an additional meter, and affect a creature of a larger size for each additional mana expended.
Hard Rock. You can expend 1 additional mana to make the boulder sturdy and hard. The boulder is a 1-meter-radius sphere with 5 Defense, 3 Soak, and 20 Health. On a failure, the boulder lands at the creature or object’s feet or in its space if it is pushed. On a success, the GM determines where the boulder lands. When reduced to 0 health, the rock crumbles into rubble as the ground in that area becomes difficult terrain until cleared which takes at least 1 minute to clear by hand.
1 minute/mana
As an action, you lift three small to medium rocks or similar earthen objects within 2 meters, causing them to float around you. Until the spell ends, the rocks move with you, shifting position. You can dismiss the rocks on your turn (no action required).
Each time a creature targets you with an attack during the spell’s duration, roll 2d10 to determine whether the attack instead targets one of your rocks.
If you have three rocks, you must roll a 9 or higher to change the attack’s target to a rock. With two rocks, you must roll an 10 or higher. With one rock, you must roll an 11 or higher. A rock’s Defense equals 11 + half your Aptitude Bonus (min 1) + your Dexterity. If an attack hits a rock, the rock is destroyed.
A rock can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three rocks are destroyed.
Augment
Orbital Defense. You can expend 1 additional mana to cast the spell as a reaction, which you use when you are hit by an attack or missed by 4 or less.
3 hours/mana
As an action, you touch a willing creature who isn’t wearing armor, and a protective casing of stone surrounds it until the spell ends. The target’s Defense becomes 13 + half its Aptitude Bonus (min 1) + its Dexterity (max 4). The spell ends if the target dons armor or if you dismiss the spell on your turn (no action required).
As an action, a giant stalagmite lances up out of the ground within 10 meters. A stalagmite is cylinder that has a diameter of 1 meter and a height of up to 2 meters. If a stalagmite is created under a creature, it must make a Reflex saving throw.
On a failure, it takes 2d10 piercing damage and is knocked prone if it is Medium or smaller.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
Stalagmites created by this spell persist. They can provide cover. A stalagmite has 12 Defense, 2 Soak, and 20 Health.
Augment
You can increase the damage by 3d10, increase the stalagmite’s Defense by 2, and increase the stalagmite’s Health by 15 for each additional mana expended.
You can create an additional stalagmite for each additional mana expended. Additional augments to the damage increase the damage by 1d10, increase the stalagmite’s Defense by 1, and increase the stalagmite’s Health by 7 for each additional mana expended, instead of the normal increase. If a creature succeeds on the saving throw against one stalagmite, it can’t be knocked prone by other stalagmites from this casting of the spell.
As an action, a tremor ripples out from you along the ground. Each creature other than you on the ground in a sphere centered on you must make a Reflex saving throw.
On a failure, it takes 1d8 bludgeoning damage and is knocked prone.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 1-meter diameter portion requiring at least 1 minute to clear by hand.
Augment
You can increase the damage by 1d8 for each additional mana expended.
Tremors. You can expend 2 additional mana so it deals no damage, but the tremors around you are continuous. The duration changes to 1 minute/mana, concentration and the tremors erupt around you in an aura shaped as a sphere. Until the spell ends, the aura moves with you, centered on you.