Earthbound Creature (CR +2)

Earthbound creatures are defined by a potent connection with the elemental power of the earth and a love of grappling. Drawing their might from this elemental connection, they are often found deep beneath the earth or, occasionally, they come to the surface when great earthquakes shatter the landscape, creating rifts that open their domains to the outside world. The typical earthbound creature is broader with colorations that tend towards earthy tones of brass, bronze, brown, yellow, and, or, red.

Creating an Earthbound Creature

“Earthbound” is an inherited or acquired template that can be added to a living, corporeal creature. An Earthbound creature uses all the base creature's statistics and special abilities, except as noted here.

CR: +2

Type: The creature's gains the earth subtype.

Defenses/Qualities: DR 5/adamantine (increase to 10 if the earthbound’s CR is 10 or higher, increase to 15 if the earthbound’s CR is 15 or Higher), darkvision 60ft., regeneration (equal to earthbound’s constitution modifier; electricity and sonic), immune to acid, cold and fire. Weakness vulnerability to electricity and sonic.

Melee: An earthbound creature gains two slam attacks, if the base creature didn't have them. Damage for the slams depends on the earthbound's size (see Natural Attacks, Pathfinder Bestiary). Its natural weapons are treated as adamantine, cold iron and silver weapons for the purpose of overcoming damage reduction; it also gains the Grab special attack.

Special Abilities: An earthbound creature gains the following special abilities.

Bonebreaker (Ex): When an earthbound attempts to achieve a pin, it selects a special effect from the following list (see below) and the creature takes a -2 circumstance penalty to all attacks, saves and checks due to severe pain; Fort save negates (DC 10 + ½ the Earthbound creature’s HD + its Strength modifier). Healing these effects requires a healing spell cast while the victim and the caster are not touching the ground. Creatures immune to critical hits are also immune to this effect.

  • Break leg, wing or foot joint: Reduce opponent’s speed to either one-half or zero (earthbound’s choice) for one movement type (including a speed of zero).
  • Break limb joint: Negate one attack form (such as a one-handed weapon or two-handed weapon, off-handed weapon, one slam attack, one bite attack, or one claw attack). Tentacle attacks are immune to this effect.
  • Choke hold: The creature begins to suffocate. The creature must make a saving throw each round with the DC increasing by 1 for each round past the first (through using the special ability DC). On a failed save the creature drops to 0 hp and is unconscious; on the following round it is at -1 and dying; and if the hold is maintained for three rounds the creature is dead. Non-breathing creatures are immune to this effect.
  • Break neck or spine: Causes the subject’s immediate death.

Bound to the Earth (Ex): When an Earthbound creature loses direct contact with the earth it loses all of the benefits of this template, except bound to the earth and its ability score adjustments. In addition, the earthbound creature’s strength suffers a – 20 penalty (-10 penalty to melee attack and damage rolls, or thrown weapon damage rolls, Climb and Swim checks CMB, CMD, and strength checks). If this penalty would reduce the score to zero, or below, the earthbound creature becomes paralyzed.

Earth Mastery (Ex): An earthbound creature 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 earthbound takes a -4 penalty to attack and damage rolls.

Abilities: Increase from the base creature as follows: Str +6 (+3 to melee attack and damage rolls (and thrown weapon damage rolls, Climb and Swim checks, CMB, CMD, strength checks, bonebreaker DC and other Strength-based DCs), Con +4 (+2 to Fort, +2 hp per HD, +2 to earthbound’s regeneration, and the based creature’s Constitution-based DCs).

Feats: Gain Improved Grapple as a bonus feat, even if the base creature doesn’t meet the prerequisites, and make apt changes to existing feats.

Skills: An Earthbound gains a +8 racial bonus on Climb checks and suffer a -20 racial penalty to Acrobatics, Fly, and Swim checks.

Environment: As base creature plus any underground.

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