A towering, gold-eyed figure of stone or ore that hides within walls and open ground, the greater earth elemental tears down fortifications and shakes the land with rolling earthquakes.
A greater earth elemental can be called forth wherever there is soil or stone. It takes the form of a huge humanoid built from whatever it rose out of, whether dirt, rock, metal or gems. Its face shows no expression, but its eyes gleam like polished gold coins. It has no speech, only deep rumbles like a landslide or a quake.
The elemental is slow, but it passes freely through rock, dirt, stone and anything else drawn from the earth, including the silt sea. Water stops it, so it must go around or beneath any body of water.
It can sink into any mass of earthen material at least as large as itself, such as open ground or a city wall but never a small rock. Hidden there, it cannot be found by normal means, though detect magic shows a magical presence, and it can do nothing at all, not even move, except emerge. Hiding and emerging each take one round, and foes it ambushes this way take -2 to surprise rolls.
Its blows deal 4d12 to grounded targets. Against flying or swimming foes, subtract 1 from each die, with a minimum of 1 per die. Against stone or earth buildings, or anything on an earthen foundation, each hit does 1 structural point per die, 4 per attack, so with its knack for tunneling it is a superb siege weapon.
Once per day, after one round of preparation, it can raise an earthquake that lasts six rounds, building for three and fading for three. In rounds 1 and 6, everyone within 30 feet saves vs. paralysis or falls for 1d6, taking 1d4 even on a success. In rounds 2 and 5, the radius grows to 60 feet, the save is at -3, and the damage is 1d8 for a fall or 1d6 for those who stay up. In rounds 3 and 4, it reaches 90 feet, the save is at -5, and the damage is 2d6 or 2d4. Earthen walls within the area take structural damage too, per die rolled: 1 point during the first and last rounds, 2 during the second and fifth, and 3 during the two middle rounds.
More: Monsters starting with G · Dark Sun monsters · All monsters A-Z
Related: Aerial Servant [Air Kin] · Air Kin [Elemental] · Air/Earth Elemental · Azer [Fire Kin] · Clerical Elemental [Dark Sun] · Composite Elemental · Crysmal [Earth Kin] · Darkness Elemental · Earth Kin [Elemental] · Earth Weird [Elemental Kin] · Elemental [Ravenloft] · Elemental Overview
| Climate/Terrain | Any land |
|---|---|
| Frequency | Very rare |
| Organization | Solitary |
| Activity Cycle | Any |
| Diet | Earth, metal or gem |
| Intelligence | Average (8-10) |
| Treasure | Nil |
| Alignment | Neutral |
| No. Appearing | 1 |
| Armor Class | 1 |
| Movement | 9 |
| Hit Dice | 10, 14, or 18 |
| THAC0 | 10 Hit dice: 11 14 Hit Dice: 7 18 Hit Dice: 5 |
| No. of Attacks | 1 |
| Damage/Attack | 4-48 |
| Special Attacks | Earthquake, structural damage |
| Special Defenses | +3 weapon or better to hit |
| Magic Resistance | 50%/25% |
| Size | L to H (8-16' tall) |
| Morale | 10 and 14 Hit Dice: Champion (15-16) 18 Hit Dice: Fanatic (17-18) |
| XP Value | 10 Hit Dice: 6,000 14 Hit Dice: 10,000 18 Hit Dice: 14,000 |