Gargantuan Elemental (earth, extraplanar)
Hit Dice: 16d8+128 (196 hp)
Initiative: -3
Speed: 50 ft. (10 squares), climb 50 ft.
AC: 29 (-3 dex, +26 natural, -4 size), touch 3, flat-footed 29
BAB/Grapple: +12/+38
Attack: 1 pierce +23 melee (2d8+21)
Full attack: 1 pierce +23 melee (2d8+21)
Space/Reach: 25 ft./20 ft.
Special Attacks: Hard bite, rumbling quake
Special Qualities: Damage reduction 20/-, darkvision 60 ft., elemental traits, immunity to cold, sure-footed, tremorsense 240 ft.
Saves: Fort +20, Ref +2, Will +9
Abilities: Str 39, Dex 5, Con 26, Int 4, Wis 18, Cha 14
Skills: Climb +28, Spot +6
Feats: Great Fortitude, Improved Critical (pierce), Improved Overrun, Improved Sunder, Power Attack, Weapon Focus (pierce)
Environment: Cold mountains
Organization: Solitary
Challenge Rating: 14
Treasure: None
Alignment: Always neutral
Advancement: 16-28 HD (Gargantuan), 29-54 HD (Colossal)
Level Adjustment: --

A froutmooth is a horrifying beast of frigid mountain valleys and glacier trails. Many consider them spirits of such places for they may rest motionless, leaning against the rocky slopes for days on end, or rise up from the snow or ice that has formed over them to chase off intruders who violate their territory.

They appear very vaguely walrus-like, with bulky, streamlined bodies of slick, icy grey stone, and four simple protrusions with which it pushes itself forward upon its belly. A thick neck, nearly as wide as the body, rises up and forward with a comparatively small head-like protrusion atop. It is eyeless and earless, but has a frightening, haphazard assortment of spine-like blades of all sizes splaying from where its mouth would normally be. They all glint metalically and come to needle-sharp points.

Froutmooths are generally called by druids of great power to guard these artic valleys and remain willingly, enjoying the feel of the wind and ice.

Froutmooths stand about thirty feet tall and weigh many, many tons. They speak terran.

Froutmooths are territorial creatures that are almost always found guarding entire valleys, though against what is often difficult to determine if anything. They prefer to rise up from their gravel or icy beds they carve and simply hulk, hoping their mere presence is enough to frighten away intruders. If this is unsuccessful it rushes forward and slams the ground repeatedly. Lastly, if all else fails, it resorts to its deadly spikes.

Hard Bite (Ex):
A froutmooth's natual attack ignores hardness less than 20. If it scores a critical hit on a creature Large or smaller, the victim is impaled upon its many strikes and must make a DC 32 fortitude save or die from the shock to the body. If the victim survives he is considered helpless and the froutmooth may continue to attack as normal. Everytime it makes another attack there is a 50% chance that those trapped on its spines are dislodged, taking an additional 2d8 damage. The save DC is strength based.

Up to 4 large, 8 medium, or 16 small creatures may be impaled before the Frouthmooth may no longer make its pierce attack.

Rumbling Quake (Ex):
A froutmouth can stomp strongly as a full round action, or even momentarily lift its body up off the ground and slam down, shaking the land all about. Anyone within 60 feet of a froutmouth must make a DC 32 reflex save or fall prone. The save DC is strength based.

Surefooted (Ex):
Froutmooths ignore all movement penalties associated with ice or snow on the ground, and the presence of such covering of any surface it climbs does not raise the DC.