Huge Elemental (earth, fire, water)
Hit Dice: 17d8+102 (178 hp)
Initiative: -2
Speed: 30 ft. (6 squares)
Armor Class: 20 (-2 dex, +14 natural, -2 size), touch 6, flat-footed 20
Base Attack/Grapple: +12/+27
Attack: Bite +17 melee (2d6+10 plus 1d6 alchemical and 1d6 fire)
Full Attack: Bite +17 melee (2d6+10 plus 1d6 alchemical and 1d6 fire)
Space/Reach: 15 ft./15 ft.
Special Attacks: Eruption, improved grab, muddy deeps, swallow whole, vapors
Special Qualities: Damage reduction 5/-, darkvision 60 ft., elemental traits, fast healing 10, glop, tremorsense 120 ft.
Saves: Fort +16, Ref +8, Will +8
Abilities: Str 25, Dex 6, Con 23, Int 9, Wis 12, Cha 8
Skills: Listen +11, Spot +11
Feats: Ability Focus (eruption), Earth's Embrace, Improved Bull Rush, Iron Will, Power Attack, Snatch
Environment: Any land or underground
Organization: Solitary
Challenge Rating: 15
Treasure: Standard
Alignment: Usually neutral
Advancement: 18-26 HD (Huge), 27-42 HD (Gargantuan)
Level Adjustment: -

This creature appears as a great mound of thick, steaming mud with a massive fumarole surrounded by crosty deposits open upon the side from which a burning fog continuously billows. Above the mouth are two deep mudpots alike to eyes filled with a viscous, silvery liquid that continuously swirls and leaks down into the lower orifice. Surrounding the mound is a pool of silty water that bubbles with heat.

Gjosas form from the stew of elemental energies surrounding spots of intense geothermal activity. It becomes a guardian spirit of these lands, wandering it and aiding travelers through the treacherous terrain if they show proper respect. It is also occassionally visited for the strange properties of its vapors which are known for bringing visions to those that inhale them.

A gjosa weighs several thousand pounds though stands only around 4 feet high, though can raise considerably higher if they so wish. A gjosa speaks ignan and terran though can understand common even if it cannot speak it.

Gjosas tend to allow those that wish them harm to come close and fall within their surrounding mud. The gjosa will then pull them out and hurl them as far as they can. If this mercy is misplaced however they extrude superheated, poisonous fumes to choke their opponent to death. Opponents that still threaten the gjosa finally cause it to lose its temper, boiling up like the gesyers it lives about to release its rage in a great eruption.

Eruption (Su): A gjosa may release a 100-foot cone of superheated water once every 6 rounds, dealing 15d6 fire damage (reflex DC 26 half). Those who fail their reflex save are also knocked flying the length of the cone plus 10 feet and falls prone. If an obstacle prevents the completion of the opponent’s move, the opponent and the obstacle each take 1d6 points of damage, and the opponent stops in the space adjacent to the obstacle. The save DC is Constitution-based.

Glop (Ex): Each time a gjosa is hit by a non-natural weapon the wielder must succeed on a DC 25 reflex save or have it stick fast in the thick mire that composes the creature. A gjosa may cover over any weapon that is stuck within it as part of its move action on its turn. The save DC is Strength-based.

Improved Grab (Ex): To use this ability, a gjosa must hit a Huge or smaller foe with a bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Muddy Deeps (Ex): The land within 10 feet of a gjosa automatically sloughs into mud as the Soften Earth and Stone spell and begins to bubble with great heat. Those who venture within this mud take 1d6 points of fire damage per round.

Swallow Whole (Ex): The gjosa can attempt to swallow a grappled opponent of Large or smaller size by making a successful grapple check Once inside, the victim is affected as if it were in the midst of the gjosa's Vapors. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gjosa (AC 17).
The gjosa’s body can hold 1 Large, 4 Medium, 8 Small, 32 Tiny, or 128 Dimunitive or smaller creatures.
Once dead the gjosa tends to spit out the unsavory corpse.

Vapors (Ex): As a full round action a gjosa may release a great cloud of burning, choking mists 40 feet long and 40 feet high that lasts for 1 minute. Those within automatically take 10d6 fire damage and 4d6 alchemical damage each round. Living creatures in the cloud also become nauseated unless they succeed on a DC 24 fortitude save. This condition lasts as long as the creature is in the cloud and for 1d4+1 rounds after it leaves. Any creature that succeeds on its save but remains in the cloud must continue to save each round on the gjosa's turn. The mists obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target).

If it wishes a gjosa may tone down the temperatures of its cloud and the acid content to tolerable levels. Those within must still make a DC 24 fortitude save or take 1d6 alchemical damage each round.

Each round a breathing creature remains within the vapors there is a 1% chance that they experience a strange vision that anwers the most pressing question in their mind as the Divination spell cast by a mage of the gjosa's HD.

A moderate wind (11+ mph) disperses the mists in 4 rounds; a strong wind (21+ mph) disperses the mists in 1 round.

The save DC is Constitution-based.