TEXT: ◆ Earth Elemental ◆
  
  1
  Lead Designers: Jeffrey Swank
  Additional Design & Editing: Forrest Heck, Andreas Rönnqvist
  Cover Artist: Jacob Blackmon
  Cover Design: Erik Nowak
  Interior Design: Erik Nowak
  Interior Layout: Levi Jones, Jeremy Smith
  Interior Art: Jacob Blackmon
  Publisher: Jeremy Smith
  Based on the original roleplaying game rules designed by Gary Gygax and Dave Arneson and inspired by the 
  third edition of the game designed by Monte Cook, Jonathan Tweet, Skip Williams, Richard Baker, and Peter 
  Adkison. 
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game 
  License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper 
  names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. 
  (Elements that have previously been designated as Open Game Content or are in the public domain are not 
  included in this declaration.)
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this 
  game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No 
  portion of this work other than the material designated as Open Game Content may be reproduced in any form 
  without written permission.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo 
  Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. 
  Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.
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  more information on the compatibility license.
  Monster Classes: Bugbear is published by Dreamscarred Press under the Open Game License version 1.0a 
  Copyright 2000 Wizards of the Coast, Inc. 
  © 2016 Dreamscarred Press
  Monster class: 
  Earth Elemental
  
  2
  Monster Classes
  Introduction
  In 2011, there came a post on Paizo’s message 
  boards, wondering if anyone had made an effort to do 
  something similar to the Savage Species rule book. It just 
  so happened that in my home campaign I had done just 
  that. On a small scale, I had converted a few monsters 
  for myself and my players to run through adventures. I 
  posted a few of these samples and the community came 
  alive. I first want to thank everyone from that message 
  board for the encouragement and guidance on getting the 
  next monster out. Second, I would like to thank Andreas 
  Rönnqvist and Dreamscarred Press for reigning me in 
  and allowing all those countless hours of calculating 
  monster stats into the product you hold in your hands. 
  And lastly, I would like to thank Forrest Heck, for making 
  this such a pleasurable working experience.  So, we give 
  you our Monster Classes. 
  Now I can hear you already yelling, “We don’t like 
  players playing monsters!” I know, I know. There are a 
  lot of good arguments for players staying free and clear 
  of playing a monster in any campaign, especially the 
  Pathfinder Roleplaying Game. “What are they?” you may 
  ask.
  For one, much of the game assumes that the player 
  character is a human-shaped medium or small-sized 
  creature. Houses, magical items, armor, storylines and 
  such are all based on this assumption. Once you break 
  that assumption, the world, in its subtle framework, can 
  become unstable. Major questions pop up like, “Does my 
  monster use a spoon? Does he sleep in a normal bed? My 
  monster doesn’t have fingers, but I want a magical ring!”
  This can make the job of game mastering more difficult 
  than it already is. Here I am, the GM, all set to run this 
  amazing storyline for the players that involves them 
  going into a city and running through the King’s Court 
  to become the king’s muscle. Oh, but wait! Joe Schmoe 
  just made a t-rex barbarian? And Nancy Schmancy just 
  made a balor paladin? On top of this, some players LOVE 
  to optimize characters. Let’s say a charismatic nymph 
  bard, or a medusa ninja that can become invisible jumps 
  out to gaze attack everyone, every round. Ack! As a GM, 
  it can be cumbersome to say the least.
  Lastly, the game is humanocentric, plain and simple. 
  In the words of the brilliant designer, James Jacobs, “I 
  wouldn’t say that humanocentric is automatically better 
  for you, but I would say it’s automatically better for me.  
  And in fact, I do think it’s objectively better, because 
  being a human, I am more interested in relating to 
  human or near-human characters in fiction who react 
  to fantastic and outlandish developments and storylines. 
  Having a humanocentric theme to a story allows the 
  story to feel more fantastic, since you have a common 
  baseline to share with the humans in the story.”
  So, in the face of all those encumbrances why would 
  I go ahead and make a monster class? Mainly, I think 
  it is because I am a little weird and love the thought of 
  playing a monster (especially a dragon!)
  As some of you know me, I have long set out to convert 
  every beast in the Pathfinder RPG into a class - not 
  every monster mind you. Some don’t appeal to me as a 
  playable race (flumph), but some, like the gold dragon 
  do. After all, what is more fantasy than a gold dragon 
  and its ability to alter self to appear human or elven? So 
  all those reason not to play a monster I stated above, are 
  the same reasons I like to play one! I like going against 
  the grain, in terms of expectations. I know my minotaur 
  can’t walk into the town’s cleric to get healing, not 
  because of my alignment, but the expectations of others. 
  The NPCs expect my race to be dangerous, if not outright 
  evil, and more than likely will try to lynch me. If that 
  works in the story and the GM is ok with it, then I say, 
  go for it!
  Onto the classes, STOP! We did things a bit differently 
  than the “rules” dictate. In the Pathfinder Roleplaying 
  Game Bestiary, it recommends that if someone really 
  insists on playing a monster that they should regard the 
  CR value as its class level equivalent. I did that - a lot of 
  it - and made a ton of conversions this way. And I found 
  exactly what everyone hated and warned me about 
  when playing monsters. The monster classes ended up 
  too powerful, at least compared to the equally-leveled 
  humanoid races and classes.
  In Savage Species, I felt they went too far and added 
  more filler levels than needed, but it was still a grand 
  idea. It hit me one night as I divided numbers of a dragon 
  into discrete levels and saw that at every Hit Dice bump 
  all the numbers bumped as well. It was as if it were 
  made to be chopped into levels at their HD. And so that’s 
  what I did, all monsters are split into levels by hit dice so 
  that 1 HD = 1 class level, or ‘Monster Level.’
  I hope everyone enjoys these classes as much as I did 
  making them! 
  –Jeffrey Swank
  Freelance Designer
  A Note on Balance
  Many monsters have abilities that are incredibly 
  problematic at the game table, and many others have 
  abilities that are simply outside the context of a normal 
  game. With the monster classes in this series, we have 
  tried to change some of the more problematic abilities 
  to be either weaker or lesser in scope. A few of the 
  monster classes have had some of their more powerful 
  abilities altered to become feats, available at a level 
  where they would normally be accessible to a non-
  monster character, or in a few cases, removed entirely 
  or heavily downgraded. An example of this will be seen 
  in the Deathless Ghost monster class, which is based on 
  the ghost template from the Pathfinder RPG Bestiary. 
  Incorporeality, high-CL telekinesis, and flight are often 
  very difficult to plan around as a GM, and unsatisfying 
  to play around as a fellow player at the table. In the 
  Deathless Ghost monster class, our solution was to keep 
  the most important aspects of a Ghost character—the 
  
  3
  Monster Classes
  fact that the character has more “normal” abilities, on 
  top of the powers of their race, by keeping the class short, 
  but having some of its abilities scale on character level 
  rather than class level. A Deathless Ghost gains miss 
  chance against attacks as it gains levels after finishing its 
  monster class, and eventually can gain full incorporeality 
  at a level where other characters can access similarly-
  powerful abilities.
  Another area where some monsters could run into 
  problems is with spell-like abilities. Some monsters have 
  a large variety of at-will abilities, or a small amount of 
  uncharacteristically powerful abilities (such as most 
  fiends’ ability to use greater teleport to move around). 
  We have provided a variant for these monsters: these 
  monster classes have the ability to exchange their racial 
  spell-like abilities for limited spellcasting abilities similar 
  to a bard’s, using spell lists that are close, thematically, 
  to their natural powers. We at Dreamscarred Press 
  recommend that GMs and players use this variant rather 
  than the spell-like abilities normally granted many 
  of these monsters, as it will often create more varied 
  characters and a more fun play environment from both 
  sides of the GM screen.
  With that in mind, not all of the monster classes in 
  this series are strictly balanced. Many abilities, such as 
  wings, size, and breath weapons, are simultaneously 
  problematic and iconic, and we at Dreamscarred 
  Press wanted to provide players with the option to use 
  monsters as they’re meant to be, rather than reducing 
  their power to the point that it makes them unusable. 
  Some of the classes in this series are stronger than some 
  core Pathfinder Roleplaying Game classes as a result, and 
  on the opposite end, a few of them are slightly weaker 
  than most classes (but should still be able to keep up 
  with the other players). When allowing a player to use 
  a class from this series of books, the GM and the group 
  should think carefully about whether or not they want 
  the abilities gained to be in their game. 
  For example, some monsters, such as the imp and 
  pseudodragon, have the ability to fly from the very start 
  of their adventuring career. This ability, and others like 
  it, can obliterate common obstacles such as pit traps and 
  castle walls if not carefully prepared for. On the higher 
  end of things, classes such as the erinyes, imp, succubus, 
  and true dragon, can be incredibly strong if played well, 
  and will often be more versatile than many classes that 
  don’t have powerful abilities or spells to grant them a 
  similar level of versatility. We believe that the changes 
  we’ve made to some of these monsters should help rein 
  in their inherent power, and that all of the classes in this 
  book should make for fun characters at many tables, but 
  GMs should be just as careful about including monster 
  classes as he is about including other strong classes like 
  the cleric, druid, and wizard in their campaigns.
  –Forrest Heck
  Editor
  Using Monster Classes
  Monster classes do not follow the same guidelines 
  that Pathfinder normally uses for playing monsters 
  as PCs. Instead, the monster classes introduced in this 
  book work similarly to any other class, with a few key 
  exceptions:
  To use a monster class, a character must take it as 
  their initial character level. Each monster class has an 
  associated race; instead of selecting a race, the character 
  gains the benefits and drawbacks of the race associated 
  with their chosen monster class. A character normally 
  cannot take levels in more than one monster class.
  A character may multiclass freely between their 
  monster class and other classes, and is not required to 
  finish their monster class. A character with relatively 
  few monster levels might be a runt compensating for 
  their relative weakness with training, a freak of nature, 
  or maybe even a magical experiment gone wrong. As 
  usual, a character cannot normally have levels in more 
  than one monster class.
  Some monster classes have abilities that have been 
  split across multiple levels or changed to a similar ability 
  that increases in power as the character gains levels. 
  When a character gains one of these abilities, they are 
  not gaining the same ability as the monster itself. While 
  monster classes are based on monsters from the Bestiary, 
  they are not exact replicas. When a character completes 
  the monster class, most of these abilities should function 
  as the base monster’s ability, but this will not always be 
  the case.
  Some monster classes have abilities that reference a 
  character’s Hit Dice. For the purposes of abilities granted 
  by monster classes or feats in this book, a character’s Hit 
  Dice is the sum of their racial hit dice and all class levels.
  Some monster classes, such as the erinyes, allow the 
  character to trade their native spell-like abilities for a 
  spellcasting progression. If such a character later gains 
  levels in a spellcasting class of the same type (arcane, 
  divine, or psychic), the character can opt to continue the 
  progression of their monster class, rather than gaining 
  spells from the new class. The character gains new spells 
  per day and an increase in caster level and spells known 
  as if he had also gained a level in their monster class 
  (even if the monster class does not have that many levels). 
  This replaces the new class’ spellcasting progression in 
  its entirety, including the ability to use spell completion 
  and spell-trigger items as a member of that class. A class 
  that only casts spells at a later level than 1st (such as the 
  ranger) only stacks the levels where it gains spellcasting.
  
  4
  Monster Classes
  Earth Elemental 
  Monster Class
  This hulking, roughly humanoid creature of dirt and 
  stone explodes up from the earth, faceless save for two 
  glowing gemstone eyes.
  Earth elementals are plodding, stubborn creatures 
  made of living stone or earth. Most resemble an especially 
  mobile heap of stone or small hill, and can pass for one 
  when standing still. When an earth elemental lumbers 
  into action, its actual appearance can vary, although 
  its statistics remain identical to other elementals of its 
  size. Most earth elementals look like terrestrial animals 
  made out of rock, earth, or even crystal, with glowing 
  gemstones for eyes.
  Larger earth elementals often have a stony humanoid 
  appearance. Bits of vegetation frequently grow in the 
  soil that makes up parts of an earth elemental’s body.
  Alignment: Earth elementals tend towards true 
  neutral and are typically concerned with their own 
  well-being and that of the group or organization which 
  aids them. They may behave in a good manner to those 
  that they consider friends and allies, but will only act 
  maliciously against those who have tried to injure 
  them in some way.
  Earth Elemental Racial Traits
  • 
  +2 Strength, +2 Constitution, –2 
  Dexterity, –4 Intelligence: Earth 
  elementals are capable of great feats 
  of strength, but are slow and a bit dull. 
  • 
  Small: Earth elementals are Small 
  creatures and gain a +1 size bonus to 
  their AC, a +1 size bonus on attack rolls, 
  a –1 penalty to their Combat Maneuver 
  Bonus and Combat Maneuver Defense, 
  and a +4 size bonus on Stealth checks.
  • 
  Outsider (Earth, Elemental): Earth 
  elementals are outsiders with the earth 
  and elemental subtypes, gaining the 
  following traits as a result. On planes 
  other than their home plane, earth 
  elementals also have the extraplanar 
  subtype.
  • 
  Earth elementals are immune to 
  bleed, paralysis, poison, sleep 
  effects, and stunning. 
  • 
  Earth elementals are not subject 
  to critical hits or flanking, and do 
  not take additional damage from 
  precision-based attacks, such as 
  sneak attack. 
  • 
  Earth elementals do not breathe, 
  eat, or sleep.
  • 
  Slow Speed: Earth elementals have a 
  base speed of 20 feet.
  • Darkvision (Ex): Earth elementals can see perfectly 
  in the dark up to 60 feet.
  • Rocky Skin (Ex): An earth elemental’s rocky skin 
  grants it a +3 natural armor bonus to its AC.
  • Languages: Earth elementals begin play speaking 
  Common and Terran. Earth elementals with high 
  Intelligence scores can choose from the following: 
  Abyssal, Dwarven, Gnome, Infernal, and Sylvan.
  Hit Die: d10.
  Starting Wealth: 2d6 × 10 gp (average 70 gp.) In 
  addition, each character begins play with an outfit worth 
  10 gp or less.
  CLASS SKILLS
  The earth elemental’s class skills are Appraise 
  (Int), Bluff (Cha), Climb (Str), Craft (Int), Knowledge 
  (dungeoneering) 
  (Int), 
  Knowledge 
  (planes) 
  (Int), 
  Perception (Wis), Sense Motive (Wis), and Stealth (Dex).
  Skill Ranks per Level: 6 + Int modifier.
  
  5
  Monster Classes
  CLASS FEATURES
  All the following are class features of the earth 
  elemental monster class.
  Weapon and Armor Proficiency: An earth elemental 
  is proficient with all simple weapons, but not with any 
  type of armor or shield.
  Ability Score Increases: As an earth elemental gains 
  levels, its ability scores increase as noted on Table 1-1: 
  Earth Elemental. These increases stack and are gained 
  as if through level advancement.
  Slam (Ex): At 1st level, an earth elemental gains a 
  slam attack. This is a primary attack that deal 1d6 points 
  of damage plus 1-1/2 times the earth elemental’s Strength 
  modifier. When the earth elemental grows to Large size 
  at 8th level, the damage die of its slam increases to 2d6. 
  When it grows to Huge size at 10th level, the damage die 
  of its slam increases to 2d8.
  At 13th level, the earth elemental gains a second slam 
  attack, and its slams now deal 2d10 points of damage 
  plus the earth elemental’s Strength modifier.
  Stone Step (Ex): Starting at 1st level, an earth 
  elemental may move through 5 feet of earth or stone-
  based difficult terrain (deep mud, rubble, stone stairs, 
  and the like) each round as if it were normal terrain. The 
  earth elemental can use this ability to take a 5-foot step 
  into this kind of difficult terrain.
  This ability stacks with other abilities that allow 
  movement through difficult terrain (such as the Nimble 
  Moves feat).
  Tremorsense (Ex): At 1st level, an earth elemental 
  gains tremorsense with a range of 30 feet. At 9th level, 
  the range of this tremorsense increases to 60 feet.
  Improved Bull Rush: At 2nd level, an earth elemental 
  gains Improved Bull Rush as a bonus feat, even if it does 
  not meet the normal prerequisites.
  Earth Mastery (Ex): Starting at 2nd level, an earth 
  elemental gains a +1 bonus on attack and damage rolls 
  if both it and its target are touching the ground. If an 
  opponent is airborne or waterborne, the elemental takes 
  a –4 penalty on attack and damage rolls against it. These 
  modifiers also apply to bull rush and overrun maneuvers, 
  whether the elemental is initiating or resisting these 
  kinds of attacks.
  Natural Armor (Ex): At 4th level and every level 
  thereafter, an earth elemental’s natural armor bonus 
  to its AC increases by +1 (to a maximum of +16 at 16th 
  level).
  Damage Reduction (Ex): Starting at 6th level, an 
  earth elemental’s rocky body begins to cause weapons 
  to glance off. It gains damage reduction 1/–. At 8th level, 
  this damage reduction increases to 5/–, and at 13th level, 
  it increases to 10/–. 
  In addition, the earth elemental’s natural weapons are 
  treated as magic weapons for the purpose of overcoming 
  damage reduction.
  Medium: At 4th level, an earth elemental grows to 
  Medium size, losing the bonuses and penalties it had for 
  being Small size. Its slam attack now deals 1d8 points of 
  damage.
  Table 1-1: Earth Elemental
   Level
  Base 
  Attack 
  Bonus
  Fort 
  Save
  Reflex 
  save
  Will 
  Save
  Special
  1st
  +1
  +2
  +0
  +2
  +2 Str, slam 1d6, stone step, tremorsense (30 ft.)
  2nd
  +2
  +3
  +0
  +3
  +2 Str, earth mastery, Improved Bull Rush
  3rd
  +3
  +3
  +1
  +3
  +2 Str, +2 Con
  4th
  +4
  +4
  +1
  +4
  +2 Str, +1 natural armor, medium size, slam 1d8
  5th
  +5
  +4
  +1
  +4
  +2 Con, +1 natural armor
  6th
  +6
  +5
  +2
  +5
  +1 natural armor, damage reduction 1/—
  7th
  +7
  +5
  +2
  +5
  +2 Str, +1 natural armor, earth burrow
  8th
  +8
  +6
  +2
  +6
  +2 Str, +1 natural armor, Large size, slam 2d6, damage reduction 5/—
  9th
  +9
  +6
  +3
  +6
  +2 Str, +2 Con, +1 natural armor, tremorsense (60 ft.)
  10th
  +10
  +7
  +3
  +7
  +2 Str, +1 natural armor, Huge size, slam 2d8
  11th
  +11
  +7
  +3
  +7
  +2 Str,  +1 natural armor, earth glide
  12th
  +12
  +8
  +4
  +8
  +2 Con, +1 natural armor
  13th
  +13
  +8
  +4
  +8
  +1 natural armor, slam 2d10, damage reduction 10/—
  14th
  +14
  +9
  +4
  +9
  +2 Str, +1 natural armor
  15th
  +15
  +9
  +5
  +9
  +1 natural armor
  16th
  +16
  +10
  +5
  +10
  +2 Str, +1 natural armor
  
  6
  Monster Classes
  Earth Burrow (Ex): At 7th level, an earth elemental 
  gains a burrow speed equal to 1/2 its base speed. It 
  can burrow through sand, dirt, clay, gravel, or similar 
  materials, but not solid stone. The earth elemental do 
  not leave a tunnel or hole behind it, nor is its passage 
  marked on the surface.
  Large Size: At 8th level, an earth elemental grows 
  to Large size. Its ability scores do not change, although 
  it gains the normal benefits and penalties for being a 
  Large creature. The earth elemental’s space and reach 
  both increase to 10 feet and it gains a –1 size modifier 
  to attacks and armor class, a +1 special size modifier 
  to its Combat Maneuver Bonus and Combat Maneuver 
  Defense, a –2 penalty to Fly checks, and a –4 penalty to 
  Stealth checks, as normal. Its slam attack now deals 2d6 
  points of damage.
  Earth Glide (Ex): Starting at 11th level, a burrowing 
  earth elemental can pass through stone, dirt, or almost 
  any other sort of earth except metal as easily as a fish 
  swims through water. If protected against fire damage, 
  it can even glide through lava. Its burrowing leaves 
  behind no tunnel or hole, nor does it create any ripple or 
  other sign of its presence. A move earth spell cast on an 
  area containing a burrowing earth elemental flings the 
  elemental back 30 feet, stunning the creature for 1 round 
  unless it succeeds on a DC 15 Fortitude save.
  Huge Size: At 10th level, an earth elemental grows 
  to Huge size. Its ability scores do not change, although 
  it gains the normal benefits and penalties for being a 
  Huge creature. The earth elemental’s space and reach 
  both increase to 15 feet and it gains a –2 size modifier 
  to attacks and armor class, a +2 special size modifier 
  to its Combat Maneuver Bonus and Combat Maneuver 
  Defense, a –4 penalty to Fly checks, and a –8 penalty to 
  Stealth checks, as normal. Its slam attack now deals 2d8 
  points of damage.
  These bonuses and penalties replace those gained 
  when the earth elemental grew to Large size.
  Racial Feats
  ACIDIC ASSAULT (COMBAT)
  Elemental acid stirs within your body, buffering your 
  blood and rendering you resistant to acid.
  Prerequisite: Earth elemental level 1st.
  Benefit: You gain a +2 bonus on saving throws against 
  acid attacks and spells with the acid or earth descriptors. 
  In addition, as a swift action, you can cause up to two 
  melee weapons you are wielding (including natural 
  weapons) to drip acid for 1 round. Any attacks you 
  make during that duration deal a additional points of 
  acid damage equal to your level in the earth elemental 
  monster class. This stacks with other effects that add 
  acid damage to weapons, such as the corrosive weapon 
  special ability.
  ELEMENTAL JAUNT (HERITAGE)
  The spirits of your ancestral home call to you, beckoning 
  you to return.
  Prerequisites: Elemental subtype, character level 
  15th.
  Benefit: Once per day, you can use plane shift as a spell-
  like ability with a caster level equal to your character 
  level to transport yourself and willing targets to the 
  one of the elemental planes. If you have the air, earth, 
  fire, or water subtypes, you (but not anyone transported 
  with you) are treated as though under the effect of the 
  planar adaptation spell for as long as you remain on the 
  elemental plane matching your subtype.
  GROUNDBREAKER (COMBAT)
  You can explosively exit the ground, knocking enemies 
  off-balance.
  Prerequisites: Burrow speed or earth glide ability, 
  base attack bonus +7.
  Benefit: Once per round, while burrowing just below 
  the surface, you can burst from the ground as a part of a 
  move actiona move action.  When you do, you destabilize 
  the immediate area and send out a shockwave  that 
  knocks all nonflying creatures within 10 feet of you 
  prone unless they succeed at a Reflex save (DC 10 + 1/2 
  your character level + the higher of your Strength and 
  Constitution modifiers).
  Special: If you have the Greater Trip feat, creatures 
  that fail their Reflex saves provoke attacks of opportunity 
  from you just as if you had tripped them.
  IMPROVED BULL RUSH (COMBAT)
  You are skilled at pushing your foes around.
  Prerequisites: Str 13, Power Attack, base attack bonus 
  +1.
  Benefit: You do not provoke an attack of opportunity 
  when performing a bull rush combat maneuver. In 
  addition, you gain a +2 bonus on checks made to bull 
  rush a foe. You also gain a +2 bonus to your Combat 
  Maneuver Defense whenever an opponent tries to bull 
  rush you.
  Normal: You provoke an attack of opportunity when 
  performing a bull rush combat maneuver.
  
  7
  Monster Classes
  Glossary
  Elemental Subtype
  An elemental is a being composed entirely from one of 
  the four classical elements: air, earth, fire, or water.
  An elemental has the following features.
  • Immunity to bleed, paralysis, poison, sleep effects, 
  and stunning.
  • Not subject to critical hits or flanking. Does not take 
  additional damage from precision-based attacks, 
  such as sneak attack.
  • Proficient with natural weapons only, unless 
  generally humanoid in form, in which case 
  proficient with all simple weapons and any weapons 
  mentioned in its entry.
  • Proficient with whatever type of armor (light, 
  medium, or heavy) it is described as wearing, as 
  well as all lighter types. Elementals not indicated 
  as wearing armor are not proficient with armor. 
  Elementals are proficient with shields if they are 
  proficient with any form of armor.
  • Elementals do not breathe, eat, or sleep.
  Extraplanar Subtype
  This subtype is applied to any creature when it is on a 
  plane other than its native plane. A creature that travels 
  the planes can gain or lose this subtype as it goes from 
  plane to plane. Monster entries assume that encounters 
  with creatures take place on the Material Plane, and 
  every creature whose native plane is not the Material 
  Plane has the extraplanar subtype (but would not have it 
  when on its home plane). Every extraplanar creature in 
  this book has a home plane mentioned in its description. 
  creatures not labeled as extraplanar are natives of the 
  Material Plane, and they gain the extraplanar subtype 
  if they leave the Material Plane. No creature has the 
  extraplanar subtype when it is on a transitive plane, 
  such as the Astral Plane, the Ethereal Plane, or the Plane 
  of Shadow.
  Outsider Type
  An outsider is at least partially composed of the 
  essence (but not necessarily the material) of some plane 
  other than the Material Plane. Some creatures start out 
  as some other type and become outsiders when they 
  attain a higher (or lower) state of spiritual existence.
  An outsider possesses the following traits (unless 
  otherwise noted in a creature’s entry).
  • Darkvision 60 feet.
  • Unlike most living creatures, an outsider does not 
  have a dual nature—its soul and body form one 
  unit. When an outsider is slain, no soul is set loose. 
  Spells that restore souls to their bodies, such as 
  raise dead, reincarnate, and resurrection, don’t 
  work on an outsider. It takes a different magical 
  effect, such as limited wish, wish, miracle, or true 
  resurrection to restore it to life. An outsider with 
  the native subtype can be raised, reincarnated, or 
  resurrected just as other living creatures can be.
  • Proficient with all simple and martial weapons and 
  any weapons mentioned in its entry.
  • Proficient with whatever type of armor (light, 
  medium, or heavy) it is described as wearing, as 
  well as all lighter types. Outsiders not indicated 
  as wearing armor are not proficient with armor. 
  Outsiders are proficient with shields if they are 
  proficient with any form of armor.
  • Outsiders breathe, but do not need to eat or sleep 
  (although they can do so if they wish). Native 
  outsiders breathe, eat, and sleep.
  Tremorsense (Ex)
  A creature with tremorsense is sensitive to vibrations 
  in the ground and can automatically pinpoint the 
  location of anything that is in contact with the ground. 
  Aquatic creatures with tremorsense can also sense the 
  location of creatures moving through water. The ability’s 
  range is specified in the creature’s descriptive text.
  
  8
  Monster Classes
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  OF
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