Dark Blue Rhomboid Elemental

DARK BLUE RHOMBOID ELEMENTAL 

CR 8

Male Earth Elemental, Huge Outsider 10

None Huge outsider (earth, elemental, extraplanar, mythic rank 2)

Init +22/+2; Senses Darkvision (60 ft.), Tremorsense (60 ft.), True Seeing, Perception +27,

DEFENSE
AC 26, touch 12, flat-footed 20 (+2 Dex, +2 dodge, +14 natural, -2 size, )

hp 437 (10d10)+40+320

Fort +13, Ref +7, Will +13

DR 10/epic

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

OFFENSE
Speed 40 ft. Burrow 40 ft., Earth Glide

Melee blue crystal rod +3 (gargantuan/impact) (two handed) +19/+14 ((two handed) 4d6+18/x3)

Melee slam +18/+18 (2d8+15)

Special Attacks Earth Mastery,

STATISTICS
Str 31, Dex 15, Con 18, Int 8, Wis 18, Cha 14

Base Atk +10; CMB +22 (+24 bull rush); CMD 34 (36 vs. bull rush)

Feats  Alertness (Mythic), Improved Bull Rush, Martial Weapon Proficiency, Noble Scion, Power Attack, Shield of Swings, Simple Weapon Proficiency, Skill Focus (Perception)

Skills  Acrobatics +2, Appraise +12, Bluff +2, Climb +10, Craft (Untrained) -1, Diplomacy +2, Disguise +2, Escape Artist +2, Fly -2, Heal +4, Intimidate +2, Knowledge (Planes) +12, Perception +27, Perform (Untrained) +2, Ride +2, Sense Motive +21, Stealth +7, Survival +4, Swim +10,

Languages Terran

SQ Darkvision, Dual Initative, Earth Glide, Evasion, Powerful Blows, Scion of War, Tremorsense,

Possessions  blue crystal rod +3 (gargantuan/impact);

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.

Powerful Blows (slam) (Ex): The specified attack adds 1-1/2 times the creature's Strength bonus on damage rolls instead of its normal Strength bonus or half its Strength bonus.

Scion of War  You use your Charisma modifier to adjust Initiative checks instead of your Dexterity modifier.

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.