Stone Head

Stone Head                                                                      CR 2

XP 600

N Medium Outsider (Elemental, Earth)

Init -2; Senses Darkvision 60ft; Perception +8

DEFENSE
AC 12, touch 8, flat-footed 12 (-2 Dex, +4 natural)

hp 17 (2d10+6)

Fort +3, Ref +1, Will +6

Immunities Bleed, Paralysis, Poison, Stun, Critical Hit, Flanking, Sneak Attack

Weaknesses Bludgeoning Weapon Vulnerability

OFFENSE
Speed 20 ft., burrow 20 ft.

Melee bite +4 (1d6+2)

Druid spells prepared: (CL 2, Concentration +5)

1st-(DC 14) Endure Elements, Produce Flame, Detect Animals or Plants

0th-(DC 13) Mending, Detect Magic, Flare, Know Direction

STATISTICS
Str 14, Dex 6, Con 16, Int 6, Wis 16, Cha 12

Base Atk +2; CMB +4; CMD 12

Feats Improved Iron Will

Skills: Diplomacy +3, Knowledge (planes) +3, Perception +8, Sense Motive +8

Languages terran

SQ Outsider Traits, Does not Breathe, Does not Eat, Does not Sleep, -10 foot move speed

SPECIAL ABILITIES
Bludgeoning Weapon Vulnerability (Ex) 

A Stone Head takes 50% extra damage from physical attacks that deal bludgeoning damage.

Outsider Traits

An outsider is at least partially composed of the essence (but not necessarily the material) of some plane other than the Material Plane. Some creatures start out as some other type and become outsiders when they attain a higher (or lower) state of spiritual existence.

-Darkvision 60 feet.

-Unlike most living creatures, an outsider does not have a dual nature—its soul and body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don't work on an outsider. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore it to life. An outsider with the native subtype can be raised, reincarnated, or resurrected just as other living creatures can be.

-Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish). Native outsiders breathe, eat, and sleep.

ECOLOGY

Environment: Warm Plains

Organization: Family (3-8)

Treasure: Standard