Quote Originally Posted by Chess435 View Post
I'm tempted to stat up some Ranch Elementals.....
How's this for a start?

Ranch Semi-Elemental, Large
Size/Type: Large Semi-Elemental (Ranch, Extraplanar)
Hit Dice: 8d8+32 (68 hp)
Initiative: +0
Speed: 20 ft. (4 squares), swim 90 ft.
Armor Class: 18 (-1 size, +9 natural), touch 9, flat-footed 18
Base Attack/Grapple: +6/+15
Attack: Slam +11 melee (2d8+6)
Full Attack: 2 slams +11 melee (2d8+6)
Space/Reach: 10 ft./10 ft.
Special Attacks: Ranch mastery, drench, delicious
Special Qualities: Damage reduction 5/-, darkvision 60 ft., semi-elemental traits
Saves: Fort +10, Ref +2, Will +2
Abilities: Str 22, Dex 11, Con 19, Int 6, Wis 11, Cha 11
Skills: Listen +6, Spot +6
Feats: Cleave, Great Cleave, Power Attack
Environment: Semi-Elemental Plane of Ranch Dressing
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Usually neutral
Advancement: 9-15 HD (Large)
Level Adjustment:

A ranch semi-elemental can’t venture more than 180 feet from the salad from which it was conjured.

Ranch semi-elementals speak Ranchan but rarely choose to do so.

Combat
A ranch semi-elemental prefers to fight on top of a salad or covered in broccoli or other such locations where it is delicious.

Ranch Mastery (Ex)
A ranch semi-elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching ranch dressing. If the opponent or the semi-elemental is touching something that would not taste delicious with ranch dressing, the semi-elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)

Drench (Ex)
The semi-elemental’s touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals semi-elemental’s HD).

Delicious (Ex)
Those hit by a ranch semi-elemental’s slam attack coats its target in ranch dressing. The target must succeed on a DC 18 Will save or they start to eat themselves, dealing 1d6 damage every round. The effect lasts for 1d4 rounds. An affected creature can take a move action to remove the ranch dressing.

Creatures hitting a ranch semi-elemental with natural weapons or unarmed attacks become covered in ranch dressing as though hit by the semi-elemental’s attack, and also start to eat themselves unless they succeed on a Will save.

Skills
A ranch semi-elemental has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.