Elemental, Air

This living tornado draws in all the air that surrounds it, hurling unrestrained objects as it moves.

Mythic Elder Air Elemental CR 14/MR 5

XP 38,400

N Huge outsider (air, elemental, extraplanar, mythic)

Init +15; Senses darkvision 60 ft.; Perception +20

Defense

AC 33, touch 20, flat-footed 21 (+11 Dex, +1 dodge, +13 natural, –2 size)

hp 202 (16d10+114)

Fort +14, Ref +21, Will +8

Defensive Abilities air mastery; DR 10/—; Immune elemental traits

Offense

Speed fly 100 ft. (perfect)

Melee 2 slams +25 (4d8+11 plus grab)

Space 15 ft.; Reach 15 ft.

Special Attacks create vacuum, elevated ejection, fast swallow, mythic power (5/day, surge +1d8), swallow whole (2d8+9 bludgeoning damage, AC 14, 20 hp, DR 10/—), whirlwind (at will, 10–60 ft. high, 2d8+9 damage, DC 27)

Statistics

Str 28, Dex 33, Con 18, Int 12, Wis 13, Cha 11

Base Atk +16; CMB +27 (+31 grapple); CMD 49

Feats Blind-Fight, CleaveM, Combat Reflexes, Dodge, Flyby Attack, Improved InitiativeB, Iron WillM, Mobility, Power Attack, Weapon FinesseB, M

Skills Acrobatics +30, Escape Artist +30, Fly +34, Knowledge (planes) +20, Perception +20, Sense Motive +20, Stealth +22

Languages Auran

Ecology

Environment any (Plane of Air)

Organization solitary, pair, or gang (3–8)

Treasure none

Special Abilities

Air Mastery (Ex) Airborne creatures take a –1 penalty on attack and damage rolls against a mythic air elemental.

Create Vacuum (Ex) As a standard action, a mythic elder air elemental can suck the air out of the lungs of creatures it has swallowed or that are trapped in its whirlwind (Fortitude DC 27 negates). Creatures that fail the save take 2d6 points of damage and must attempt Constitution checks each round as if they had run out of breath. An affected character can't speak, use breath weapons, cast spells with verbal components, or do anything else that requires breathing. A trapped creature that succeeds at its save must succeed at a concentration check to cast spells. The air elemental can maintain this vacuum as a move action. If it stops, the trapped or swallowed creatures can breathe again. The save DC is Strength-based.

Elevated Ejection (Ex) When a mythic air elemental in whirlwind form ejects a trapped creature, it can do so from any point up to the whirlwind's current height, dropping the creature into the whirlwind's space or within the elemental's normal reach. The creature takes falling damage as normal. If the elemental expends one use of mythic power, it can instead throw a trapped creature as if using the uncanny grapple path ability with no grapple check needed.

Swallow Whole (Ex) A mythic air elemental can use this ability on a creature it has grabbed. If a trapped creature cuts itself free, the hole heals itself closed at the start of the elemental's next turn, allowing it to use swallow whole again.

A mythic elder air elemental is pure fury and strength, capable of throwing wooden splinters through stone walls and tearing creatures apart with fists of solid wind. Its greatest speed is within its empty core, able to suffocate enemies in moments.

Elemental, Earth

This humanoid mountain of stone and earth strides forward on legs like pillars, a vast grove covering its back.

Mythic Elder Earth Elemental CR 14/MR 5

XP 38,400

N Huge outsider (earth, elemental, extraplanar, mythic)

Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +20

Defense

AC 29, touch 7, flat-footed 29 (–1 Dex, +22 natural, –2 size)

hp 218 (16d10+130)

Fort +15, Ref +4, Will +11

Defensive Abilities trap weapon; DR 10/—; Immune elemental traits

Offense

Speed 20 ft., burrow 20 ft., earth glide

Melee 2 slams +26 (4d6+18/18–20)

Space 15 ft.; Reach 15 ft.

Special Attacks earth mastery, mythic power (5/day, surge +1d8), petrify, stun, trample (4d6+18, DC 30)

Spell-Like Abilities (CL 16th; concentration +16)

At will—stone shape

5/day—transmute mud to rock (DC 15)

Statistics

Str 34, Dex 8, Con 21, Int 12, Wis 13, Cha 11

Base Atk +16; CMB +30 (+34 bull rush or overrun, +32 sunder); CMD 41 (43 vs. bull rush, overrun, or sunder)

Feats Awesome Blow, CleaveM, Greater Bull Rush, Greater Overrun, Improved Bull RushB, Improved Critical (slam)M, Improved Overrun, Improved Sunder, Power AttackM

Skills Appraise +20, Climb +31, Knowledge (dungeoneering) +20, Knowledge (planes) +20, Perception +20, Sense Motive +20, Stealth +10

Languages Terran

SQ powerful blows (slam)

Ecology

Environment any (Plane of Earth)

Organization solitary, pair, or gang (3–8)

Treasure none

Special Abilities

Earth Mastery (Ex) A 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.

Petrify (Su) If it hits a target with a slam attack, a mythic earth elemental can expend two uses of mythic power to permanently turn that target to stone. If the target succeeds at a DC 23 Fortitude save, it is slowed (as the spell) for 1d6 rounds instead of petrified. The save DC is Constitution-based.

Stun (Ex) If a mythic earth elemental strikes an opponent with two slams in 1 round, that creature must succeed at a DC 30 Fortitude save or be stunned for 1d6 rounds. The save DC is Strength-based.

Trap Weapon (Ex) A mythic earth elemental's body traps manufactured weapons that damage it. A manufactured weapon that deals hit point damage to the elemental (after subtracting its DR) is stuck fast unless the wielder succeeds at a DC 30 Reflex save. A creature can spend a standard action to attempt a DC 30 Strength check to remove a stuck weapon. Weapons that deal only bludgeoning damage are immune to this ability. The elemental can release any number of stuck weapons as a free action. The save DC is Strength-based.

Infused with the power and wisdom of the deepest, oldest stone, a mythic elder earth elemental is a rocky bulwark against progress and change. They use innate magic and their very bodies to block enemy advances and preserve treasures of the earth.

Elemental, Fire

This blazing conflagration is vaguely humanoid in shape, its horned visage almost too bright to look upon.

Mythic Elder Fire Elemental CR 14/MR 5

XP 38,400

N Huge outsider (elemental, extraplanar, fire, mythic)

Init +13; Senses darkvision 60 ft.; Perception +20

Aura frightful presence (60 ft., DC 18), shroud of flame (15 ft., 2d6 fire, DC 22), smoke cloud (10 ft., DC 22)

Defense

AC 32, touch 19, flat-footed 21 (+9 Dex, +2 dodge, +13 natural, –2 size)

hp 202 (16d10+114)

Fort +14, Ref +19, Will +8

DR 10/—; Immune elemental traits, fire

Weaknesses vulnerable to cold

Offense

Speed 60 ft.

Melee 2 slams +23 (2d8+8 plus burn)

Space 15 ft.; Reach 15 ft.

Special Attacks blinding blaze, burn (2d10, DC 22), inferno, mythic power (5/day, surge +1d8)

Spell-Like Abilities (CL 16th; concentration +16)

At will—produce flame

5/day—flame arrow, wall of fire

Statistics

Str 26, Dex 29, Con 18, Int 12, Wis 13, Cha 11

Base Atk +16; CMB +26; CMD 47

Feats Blind-Fight, Combat ReflexesM, DodgeM, Improved InitiativeB, Iron WillM, Lightning Stance, Mobility, Spring Attack, Weapon FinesseB, Wind Stance

Skills Acrobatics +28 (+40 when jumping), Climb +27, Escape Artist +28, Intimidate +19, Knowledge (planes) +20, Perception +20, Sense Motive +20

Languages Ignan

Ecology

Environment any (Plane of Fire)

Organization solitary, pair, or gang (3–8)

Treasure none

Special Abilities

Blinding Blaze (Su) A mythic fire elemental can expend one use of mythic power as a swift action to burn brightly, granting it a blinding gaze attack. This gaze causes permanent blindness and has a range of 60 feet. A creature that succeeds at a DC 22 Fortitude save is instead dazzled for 1 round. Fire elementals are immune to this blindness. The save DC is Constitution-based.

Inferno (Ex) A mythic fire elemental can expend one use of mythic power as an immediate action to lose its vulnerability to cold for 1 round. During this time, any fire damage it deals ignores fire resistance and fire immunity.

Shroud of Flame (Ex) Any creature within a mythic fire elemental's reach must succeed at a DC 22 Reflex save at the start of its turn or take 2d6 points of fire damage. The elemental can suppress or reactivate this ability at will as a free action. The save DC is Constitution-based.

Smoke Cloud (Ex) As a swift action, a mythic fire elemental can create a choking cloud of smoke. This cloud is equivalent to that of pyrotechnics and lasts 1 minute. Fire elementals are immune to the effects of this ability.

A mythic elder fire elemental is a living fragment of the original fires at the heart of its home plane. Having learned the patience of a slow burn, it lacks both the recklessness of younger fire elementals and the urge to inspire fear in the hearts of flammable mortals. It enjoys using smoke to scatter opponents so it can chase them down and set them alight.

Elemental, Water

Thousands of gallons of water rise up to become a tentacled face, a bulbous body, and four long tentacular appendages.

Mythic Elder Water Elemental CR 14/MR 5

XP 38,400

N Huge outsider (elemental, extraplanar, mythic, water)

Init +6; Senses darkvision 60 ft.; Perception +20

Defense

AC 30, touch 16, flat-footed 22 (+6 Dex, +2 dodge, +14 natural, –2 size)

hp 202 (16d10+114)

Fort +14, Ref +18, Will +6

DR 10/—; Immune elemental traits

Offense

Speed 20 ft., swim 90 ft.

Melee 4 slams +24 (2d10+10/18–20 plus grab)

Space 15 ft.; Reach 15 ft.

Special Attacks drench, fast swallow, mythic power (5/day, surge +1d8), pressure wave, smother, swallow whole (2d10+10 bludgeoning damage, AC 14, 20 hp, DR 10/—), vortex (at will, 10–60 ft., 2d10+10 damage, DC 28), water mastery

Statistics

Str 30, Dex 22, Con 19, Int 12, Wis 13, Cha 11

Base Atk +16; CMB +28 (+30 bull rush or sunder, +32 grapple); CMD 48 (50 vs. bull rush or sunder)

Feats Cleave, DodgeM, Great Cleave, Improved Bull Rush, Improved Critical (slam)M, Improved Sunder, Lightning Reflexes, Power AttackM

Skills Acrobatics +25, Escape Artist +25, Knowledge (planes) +20, Perception +20, Sense Motive +20, Stealth +17, Swim +37.

Languages Aquan

Ecology

Environment any (Plane of Water)

Organization solitary, pair, or gang (3–8)

Treasure none

Special Abilities

Drench (Ex) The elemental's touch puts out nonmagical flames of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level 16th).

Pressure Wave (Su) A mythic water elemental can expend one use of mythic power to create a 60-foot-radius bust of pressurized water. Creatures in the area must attempt a DC 22 Fort save. Success means the creature is sickened for 1d4 rounds; failure means the creature is nauseated for 1d4 rounds and sickened for 1d4 rounds after that. If the elemental expends two uses of mythic power, creatures nauseated by this ability also take slam damage. Creatures with the aquatic or water subtypes are immune to this ability. The save DC is Constitution-based.

Swallow Whole (Ex) The elemental can use this ability on a creature it has grabbed. If a trapped creature cuts itself free, the hole heals itself closed at the start of the elemental's next turn, allowing it to use swallow whole again.

Vortex (Su) A water elemental can create a whirlpool as a standard action, at will (as a whirlwind, but only underwater and cannot leave the water).

Water Mastery (Ex) If a water elemental and its opponent are touching water, the elemental gains a +1 bonus on attack rolls, damage rolls, and bull rush and overrun combat maneuver checks. If it or the opponent are touching the ground, the elemental takes a –4 penalty on attack rolls, on damage rolls, and to its CMD to resist bull rush and overrun attempts.

A mythic water elemental comes from the unknowable depths of its home plane, predating the current civilizations and gods. A witness to ancient and bizarre acts of life-creation, it is unconcerned about the interests of mortal creatures.