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Large Elemental (Earth)
Hit Dice: 7d8+48 (79 hp)
Speed: 20 ft. (4 squares)
AC: 18 (–1 size, –1 Dex, +10 natural), touch 8, flat-footed 18
Base Attack/Grapple: +5/+15
Attack: Slam +10 melee (2d8+6 plus filth touch)
Full Attack: 2 slams +10 melee (2d8+6 plus filth touch)
Space/Reach: 10 ft. /10 ft.
Special Attacks: Filth touch, improved grab, stench
Special Qualities: Damage reduction 10/good, darkvision 60 ft., elemental traits, immune to disease
Saves: Fort +13, Ref +1, Will +2
Abilities: Str 22, Dex 8, Con 22, Int 6, Wis 11, Cha 11
Skills: Listen +5, Spot +5
Feats: Great Fortitude, Toughness (2)
Environment: Any (elemental planes of earth)
Challenge Rating: 6
Alignment: Usually neutral evil
Advancement: 8-21 HD (Huge)
Level Adjustment: —
First of all, with no kind of warning, you are assailed by what is probably the worst stench you have ever had the misfortune to smell. Then you see the creature – the most sickening, hairy, slimy, dripping mix of refuse, excrement and rot, ambling towards you, littering the floor with solid residues and leaving a half-liquid, lime-brown trail behind it. It opens what seems to be a mouth and this makes the stench so absolutely overpowering that you think (and pray) you will become unconscious on the spot.
Filth elementals are created from the universe’s refuse, droppings and garbage. They appear as slushy, shapeless mounds of the most diverse and revolting muddle of substances, with gaping holes in their mass functioning as their eyes and mouth.
Filth elementals speak a crude dialect of Terran.
Filth elementals get immense enjoyment from smearing everything with their hideous substance and grossing their enemies out as much as possible; these tendencies should always be reflected in a filth elemental’s combat strategy.
Filth Touch (Su): The touch of a filth elemental is infectious and sickening to the point of deadliness. Any living creature touching or successfully hit by a filth elemental must succeed at a Fortitude save (DC 19, Constitution based) or become diseased (incubation period one minute, damage 1d6 Con) and stunned with nausea for 2d4 rounds. Creatures with 4 HD or less become unconscious instead of stunned. In addition, the affected creature must succeed at an additional Fortitude save at the same DC or gain the filth elemental’s stench quality for 2d4 days. The creature is fully affected by its own stench quality.
Improved Grab (Ex): A filth elemental that hits with a slam attack may attempt a grapple as a free action, without provoking an attack of opportunity.
Stench (Ex): A filth elemental constantly exudes an overpowering stench, causing any creature to become nauseated (no save) as long as it remains within 10 feet of the filth elemental, plus 2d6 rounds after that.