Lavender and Green Ellipsoid Elemental

LAVENDER AND GREEN ELLIPSOID ELEMENTAL 

CR 12

TN Huge outsider (earth, elemental, extraplanar, mythic rank 2)

Init -1; Senses Darkvision (60 ft.), Tremorsense (60 ft.), Perception +16,

DEFENSE
AC 25, touch 11, flat-footed 25 (-1 Dex, +14 natural, -2 size, +4 mythic )

hp 617 (13d10)+491

Fort +17, Ref +5, Will +10

DR 20/epic

Resistance Fire 15, Cold 15, Electricity 15, Acid 15, Sonic 15, Negative 15, Positive 15

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

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

Melee slam +20/+20 (4d8+9)

Special Attacks Earth Mastery, Simple Arcane Spellcasting

'''Simple Arcane Spellcasting; DC is Charisma-Based; 1/day each spell. (CL 13 sorcerer)'''

Color Spray (Mythic), Dominate Person (Mythic), Enervation (Mythic), Dispel Magic (Mythic), Ray of Enfeeblement (Mythic), Arcane Cannon (Mythic)

STATISTICS
Str 28, Dex 9, Con 24, Int 9, Wis 10, Cha 14

Base Atk +13; CMB +24 (+26 bull rush); CMD 33 (35 vs. bull rush)

Feats Dazing Spell, Endurance (Mythic), Godless Healing, Improved Bull Rush, Improved Natural Attack (Slam), Martial Weapon Proficiency, Multiattack, Power Attack, Rhino Charge, Simple Weapon Proficiency

Skills Acrobatics -1, Appraise -1, Bluff +2, Climb +25, Craft (Untrained) -1, Diplomacy +2, Disguise +2, Escape Artist -1, Fly -5, Intimidate +2, Knowledge (Geography) +12, Perception +16, Perform (Untrained) +2, Ride -1, Sense Motive +16, Spellcraft +12, Stealth -9, Swim +9,

Languages Terran

SQ Block Attacks, Darkvision, Earth Glide, Second Save, Spell Absorption, Tremorsense,

SPECIAL ABILITIES
Block Attacks (Ex) Once per round, when the creature is hit by a melee or ranged attack, it can attempt a melee attack using its highest attack bonus. If this result exceeds the result from the attack against it, the creature is unaffected by the attack (as if the attack had missed).

 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.

Second Save (Ex) Whenever the creature fails a saving throw against an effect with a duration greater than 1 round, it can keep trying to shake off the effect. At the start of its turn, if it's still affected, it can attempt the save one more time as a free action. If this save succeeds, the effect affects the creature as if it had succeeded at its initial saving throw. If the effect already allows another saving throw on a later turn to break the effect (such as for hold monster), this ability is in addition to the extra saving throw from the effect.

Simple Arcane Spellcasting The creature gains the ability to cast spells from the sorcerer/wizard spell list. Select a number of spells with total spell levels equal to twice the creature's CR. No spell for this ability should have a level higher than 1 + 1/2 the creature's CR. A 0-level spell counts as 1/2 spell level toward this total. The creature can cast each of these spells once per day. Its caster level is equal to its Hit Dice. It uses the higher of its Intelligence or Charisma modifiers to determine its spell DCs.

Spell Absorption (Ex) A Lavender and Green Ellipsoid elemental naturally absorbs spells and can absorb up to 50 spell levels per HD before becoming disabled. Spells of level 9 or deific spell-like abilities, or mythic spells of level 6 and higher are not absorbed by the lavender and green ellipsoid elemental.

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.