Huge Elemental (water)
Hit Dice: 8d8+56 HD (92 hp)
Speed: 40 ft. (8 squares), swim 80 ft.
Armor Class: 23 (+3 dex, +12 natural, -2 size), touch 11, flat-footed 20
Base Attack/Grapple: +6/+22
Attack: Slam +13 melee (2d10+12)
Full Attack: Slam +13 melee (2d10+12)
Space/Reach: 15 ft./15 ft.
Special Attacks: Crash, drench, mud, pounding surf, soak
Special Qualities: Damage reduction 10/-, elemental traits, resistance to piercing and slashing 10, tremorsense 100 ft.
Saves: Fort +13, Ref +5, Will +3
Abilities: Str 27, Dex 16, Con 25, Int 3, Wis 12, Cha 15
Skills: Listen +12
Feats: Improved Bull-Rush, Improved Sunder(B), Power Attack, Weapon Focus (slam)
Environment: Any land
Challenge Rating: 9
Alignment: Always neutral
Advancement: 9-16 HD (Huge), 17-35 HD (Gargantuan), 36+ HD (Colossal)
Level Adjustment: -
No one is quite certain why landwaves come to be, though many have seen them after great tsunamis have crashed onto shore. It is speculated that the massive rise of water shatters itself onto the land, meshing the intense elemental energies that produced the wave with those of the demolished land. Together they produce elementals that manage to sustain themselves upon land.
Peculiarly, they seem to have little interest in returning to the waters, delighting in continuously smashing themselves against obstacles and soaking all they can with their substance. Some that have survived have said that they were much as destructive children, and those that speak Aquan hear their speech as continuous amused ramblings.
A landwave appears as a great, scintilating wave of deep, jeweled blue fringed with froth that rises and dashes itself down in continuous arching dives. Mud often spatters amongst their surface for a brief time before rolling off like water from a duck's back.
Landwaves can arch up to 30 feet and weighs somewhere around 20,000 lbs. It speaks Aquan and Terran.
A landwave is innocently destructive, and has no other strategy than to crash down with destructive force upon whatever interests it. It particularly hates fire and will slam down upon a source of it, or any that wield it, and sit there upon it until the entire area is waterlogged.
A landwave may make an attack at the end of its move by crashing down with particular violence upon any creature that occupies the squares it wishes to end its move in. The landwave may treat this a bull-rush attempt, a sunder attack, or a standard attack, dealing its slam damage.
Creatures within 10 feet of a landwave that chooses to crash at the end of its move must also succeed on a DC 21 reflex save or fall prone as the ground shudders violently. The save DC is Strength-based.
A landwave'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 8th).
A landwave that remains without moving for 6 rounds automatically affects all squares it occupies, and those adjoining them, as the Soften Earth and Stone spell. This is normal mud and unlike the spell lasts for as long as it would normally take thick mud to dry, depending on the weather and terrain.
Pounding Surf (Ex):
A landwave gains a +8 bonus on any Strength checks it makes to break down doors or break inanimate, immobile objects.
A landwave may move through dirt, stone or almost any other sort of earth at half its base speed by being absorbed by the material or slipping through the innumberable cracks and crevices. This leaves behind no tunnel or hole, though it does soften the earth to the consistency of clay for 1 minute after its passing.