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Elemental Avalanche

Creature 11 — earth, elemental

AnvilSnareLANDSUBTERRANEANelementalearth

Stubborn and ponderous, elemental avalanches are massive beings of living rock and dirt. Once their ire is raised, they will take the shortest route to resolving the problem, usually by burying it in rock. Earth elementals make excellent bodyguards for adventuresome spelunkers and are ideal protectors of important subterranean locations such as vaults and treasuries.

Source: pathfinder-monster-core

Perception +20; darkvision, tremorsense (imprecise) 90 feet
Languages petran
Skills athletics +24, stealth +14
Str
+7
Dex
-1
Con
+8
Int
+0
Wis
+3
Cha
-1
AC 32 Fort +26 Ref +17 Will +21
HP 215
Immunities bleed, paralyzed, poison, sleep
Speed 25 feet, burrow 25 feet (earth glide)

Offense

Melee Fist (reach-20, unarmed) +24, Damage 2d12+11 bludgeoning plus Knockdown
Ranged Rock (brutal) +24, range increment 80 feet, Damage 2d12+7 bludgeoning

Abilities

Tremorsense (Imprecise) 90 feet — Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.
Earthbound — When not touching solid ground, the elemental avalanche is Slowed 1, can't use reactions, and can't Trample.
Crumble — The elemental avalanche can't Crumble again for 1d4 rounds.
Spike Stones (aura, earth, primal) — 10 feet.

Spikes of rock rise up from all stone surfaces in the emanation, creating difficult terrain. A creature moving in the terrain takes 2d8 piercing damage for each square of spikes it moves into (a Large or larger creature takes damage only once for each square it moves, even if its space covers multiple squares of spikes). Creatures with the earth trait ignore all effects within the area.

The elemental avalanche can disable or activate this aura using a single action, which has the concentrate trait.
Earth Glide — The elemental avalanche can Burrow through any earthen matter, including rock. When it does so, the elemental avalanche moves at its full burrow Speed, leaving no tunnels or signs of its passing.
Grinding Stones — The elemental avalanche deals 4d12 bludgeoning damage to each Prone creature within the elemental's melee reach with a DC 30 Reflex save.
Trample — Large or smaller, fist, DC 30 Reflex

The monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure).
Knockdown

WORKS WELL WITH

CrasherLAND / SUBTERRANEANA mobile brute can finish off targets that Spike Stones' difficult terrain has already trapped in place.
SniperLANDA ranged ally punishes anyone forced to retreat through the Spike Stones zone instead of simply disengaging.
WeaverLAND / SUBTERRANEANA debuff caster layering Reflex pressure compounds the tempo loss from repeated Spike Stones and Grinding Stones damage.

PUNISHES

✖ standing still✖ clumping✖ melee reliance
Avoid a second zone-denial Anvil; overlapping difficult-terrain effects don't stack meaningfully and just clutter the same battlefield.
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Monster Core.

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