Lesser Titanic Hurler

LESSER TITANIC HURLER 

CR 16

TN Colossal outsider (earth, elemental, extraplanar)

Init +1; Senses Darkvision (60 ft.), Tremorsense (60 ft.), Perception +19,

DEFENSE
AC 29, touch 4, flat-footed 27 (+1 Dex, +1 dodge, +25 natural, -8 size, )

hp 368 (16d10)+208

Fort +23, Ref +6, Will +10

DR 35/crushing

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

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

Ranged throwing boulder +15/+10/+5/+0 (14d6+29/ 17-20 x4) (splash 45 damage 30-feet; reflex DC 32 negates)

Melee slam +32/+32 (6d8+24)

Special Attacks Earth Mastery,

STATISTICS
Str 58, Dex 13, Con 36, Int 10, Wis 10, Cha 10

Base Atk +16; CMB +48 (+50 bull rush); CMD 60 (62 vs. bull rush)

Feats  Close-Quarters Thrower (throwing boulder), Distance Thrower, Dodge, Improved Bull Rush, Martial Weapon Proficiency, Power Attack, Simple Weapon Proficiency, Throw Anything, Two-Handed Thrower, Weapon Focus (throwing boulder)

Skills  Acrobatics +1, Climb +43, Escape Artist +1, Fly -7, Knowledge (Nature) +16, Knowledge (Planes) +19, Perception +19, Ride +1, Sense Motive +19, Spellcraft +16, Stealth -15, Swim +24,

Languages Terran

SQ Darkvision, Earth Glide, Tremorsense,

Possessions  throwing boulder;

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.

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.