Opalescent White Pyramid Elemental

OPALESCENT WHITE PYRAMID ELEMENTAL 

CR 5

Male Earth Elemental, Medium Outsider 4 / Alchemist 3

None Medium outsider (earth, elemental, extraplanar)

Init +3; Senses Darkvision (60 ft.), Tremorsense (60 ft.), Perception +12,

DEFENSE
AC 23, touch 13, flat-footed 20 (+3 Dex, +9 natural, +1 shield, ), Two-Weapon Defense

hp 98 (4d10)+(3d8)+56

Fort +14, Ref +7, Will +7, +2 vs. poison

Immunities Critical Hits, Flanking, Paralysis, Poison, Sleep, Sneak Attacks, Stunning,

OFFENSE
Speed 20 ft. Burrow 20 ft., Earth Glide

Melee jade blade +2 (short/corrosive) +25/+20 (1d6+9/19-20)

Melee shortsword +23 (1d6+3/19-20)

Melee slam +13 (1d8+10)

Melee quartz blade +2 +25/+20 (1d6+9/19-20)

Special Attacks Bomb, Earth Mastery, Throw Anything,

STATISTICS
Str 25, Dex 16, Con 25, Int 18, Wis 14, Cha 12

Base Atk +6; CMB +13 (+15 bull rush); CMD 26 (28 vs. bull rush)

Feats Improved Bull Rush, Martial Weapon Proficiency, Power Attack, Simple Weapon Proficiency, Throw Anything, Toughness, Two-Weapon Defense, Two-Weapon Fighting

Skills  Acrobatics +10, Appraise +11, Bluff +7, Climb +17, Craft (Untrained) +4, Diplomacy +1, Disguise +1, Escape Artist +3, Fly +3, Heal +2, Intimidate +5, Knowledge (Dungeoneering) +14, Knowledge (Planes) +14, Perception +12, Perform (Untrained) +1, Ride +3, Sense Motive +12, Stealth +13, Survival +2, Swim +7, Use Magic Device +11,

Languages Common, Hallit, Shadowtongue, Skald, Terran

Archetypes  Ragechemist,

SQ Alchemy, Darkvision, Discoveries, Earth Glide, Mutagen, Poison Resistance, Rage Mutagen, Swift Alchemy, Tremorsense, Vestigal Arm,

Possessions  jade blade +2 (short/corrosive);  shortsword;  quartz blade +2;

SPECIAL ABILITIES
Darkvision (Ex)  Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Earth Glide (Ex)  A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. 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 earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Earth Mastery (Ex)  An 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.

Mutagen (Su)  You know how to create a mutagen that you can imbibe in order to heighten your physical prowess at the cost of your personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. You can only maintain one dose of mutagen at a time - if you brews a second dose, any existing mutagen becomes inert. A mutagen that is not in your possession becomes inert until an alchemist picks it up again. When you brew a mutagen, you select one physical ability score - either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes you to grow bulkier and more bestial, granting you a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 30 minutes. In addition, while the mutagen is in effect, you take a -2 penalty to one of your mental ability scores. If the mutagen enhances your Strength, it applies a penalty to your Intelligence. If it enhances your Dexterity, it applies a penalty to your Wisdom. If it enhances your Constitution, it applies a penalty to your Charisma. A non-alchemist who drinks a mutagen must make a DC 15 Fortitude save or become nauseated for 1 hour - a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist's mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the "stolen" mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.

Tremorsense (Ex)  Range 60 ft.; A creature with tremorsense automatically senses the location of anything that is in contact with the ground and within range. Aquatic creatures with tremorsense can also sense the location of creatures moving through water. If no straight path exists through the ground from the creature to those that it's sensing, then the range defines the maximum distance of the shortest indirect path. It must itself be in contact with the ground, and the creatures must be moving. As long as the other creatures are taking physical actions, including casting spells with somatic components, they're considered moving; they don't have to move from place to place for a creature with tremorsense to detect them.

Vestigal Arm (Ex)  You gain a new arm (left or right) on your torso. The arm is fully under your control and cannot be concealed except with magic or bulky clothing. The arm does not give you any extra attacks or actions per round, though the arm can wield a weapon and make attacks as part of your attack routine (using two-weapon f ighting). The arm can manipulate or hold items as well as your original arms (for example, allowing the alchemist to use one hand to wield a weapon, another hand to hold a potion, and the third hand to throw a bomb). The arm has its own "hand" and "ring" magic item slots (though the alchemist can still only wear two rings and two hand magic items at a time).