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Large Elemental (Earth, Water)
Hit Dice: 6d8+24 (51 hp)
Speed: 20 ft. (4 squares), burrow 10 ft., swim 10 ft.
AC: 19 (–1 size, +10 natural), touch 9, flat-footed 19
Base Attack/Grapple: +4/+12
Attack: Slam +7 melee (1d10+4)
Full Attack: 2 slams +7 melee (1d10+4)
Space/Reach: 10 ft. /10 ft.
Special Attacks: Improved grab, smother
Special Qualities: Darkvision 60 ft., elemental traits, immunity to disease, resistance to cold 20, electrical 20 and fire 20, tremorsense
Saves: Fort +9, Ref +2 Will +3
Abilities: Str 19, Dex 10, Con 19, Int 7, Wis 12, Cha 8
Skills: Hide +8, Listen +5, Spot +5, Swim +13
Feats: Alertness, Cleave, Power Attack
Environment: Any warm
Challenge Rating: 5
Alignment: Usually neutral evil
Advancement: 7-18 HD (Huge)
Level Adjustment: —
This patch of quicksand swings and flows as if it had a life of its own. At first you thought it was someone thrashing below its doughy surface; however, probably everything that comes under that quicksand patch is way beyond thrashing now…
A quicksand quirk is an evil elemental spirit possessing a patch of sand or mud. It looks as a normal, Large patch of quicksand, but it occasionally lashes out with a pseudopod or gives another signal of being alive. When the creature moves, the bones and other remains of its victims can be glimpsed among the sand.
Quicksand quirks speak Aquan and Terran.
Quicksand quirks lie down to form a patch of quicksand, hidden among the rocks and undergrowth until a suitable victim passes by it. Then, they lash out with their slam attack and attempt to drown the hapless passer-by.
Improved Grab (Ex): If a quicksand quirk hits with its slam attack, it may start a grapple as a free action, without provoking an attack of opportunity. If it wins the grapple, it establishes a hold and can smother.
Smother (Ex): Any creature that begins its turn grappled by a quicksand quirk goes under, trapped inside the quicksand quirk’s body. The trapped creature must make a Constitution check (DC 17, Constitution based) each round or begin suffocating. Once a creature begins suffocating, no action is required from the quicksand quirk for suffocation to continue. Therefore, a quicksand quirk may grapple additional creatures while it has others already suffocating inside it. A quicksand quirk may hold up to one Large, four Medium, 16 Small or 64 smaller creatures at one time.
Skills: A quicksand quirk gains a +8 racial bonus on all Hide and Swim checks. It can always take 10 on Swim checks, even if distracted or endangered.