Large Elemental (earth, extraplanar, psionic)
Hit Dice: 27d8+324 (445 hp)
Speed: 60 ft. (12 squares)
Armor Class: 43 (+1 dex, +33 natural, -1 size), touch 10, flat-footed 42
Base Attack/Grapple: +20/+40
Attack: Slam +35 melee (4d6+24)
Full Attack: Slam +35 melee (4d6+24)
Space/Reach: 10 ft./10 ft.
Special Attacks: Catapsi, crush, heavy earth, psi-like abilities, trample 4d8+24, tremor feed
Special Qualities: Burrowing power, command of terra, damage reduction 20/-, great density, immunity to bludgeoning and sonics, immunity to fear and pain affects, naturally psionic, power resistance 35, tremorsense 1000 ft., resistance to force 20
Saves: Fort +27, Ref +10, Will +25
Abilities: Str 42, Dex 13, Con 34, Int 4, Wis 38, Cha 1
Skills: Concentration +20, Knowledge (dungeoneering) +20
Feats: Cleave, Diehard, Improved Bull Rush, Instinctive Consummator
, Iron Will(B), Power Attack, Psionic Charge, Psionic Meditation, Sidestep Charge, Speed of Thought, Stand Still
Environment: Elemental Plane of Earth
Challenge Rating: 23
Alignment: Always neutral
Advancement: 28-36 HD (Large), 37-59 HD (Huge), 60-82 HD (Gargantuan), 83+ HD (Colossal)
Level Adjustment: -
In places of the elemental plane of earth there are great caches of deep crystal vaster than any found within the Material plane. In fantastically rare occassion these caches are exposed to intense pressure and sporadic gravity surges as massive quakes shift the locations of thousands, if not millions, of miles of earth. When this happens the crystals are compressed many fold and begin to resonate with the material pressing against them. These crystals form connections and regrow in harmony with the elemental energy that pulses through the infinite realm to form a thinking creature. An intellectual node that thinks in terms of impossible weight, of the endless shifting of untold layers, becoming one with the underlying rules that dictate the plane.
They are in essence lobes of an extended mind that spread through out the realm, adjusting and altering in a way too complex for any but the gods to comprehend. Collapsing tunnels here, triggering a tremor there, perhaps stablizing others, they go about their incomprehensible task for the benefit of the plane. In fact, one of their commonest goals is to reproduce conditions that will produce another of their kind to further their cause.
Oomns appear as enormous spheres of solid, opaline crystal that come in every color imaginable, depending on he neighboring minerals, though are most often a soft whitish hue. However, what appears as feet beneath their translucent surface are fractal facets that flicker with colorful fires of surpressed energy.
The average oomn stands some 10 feet tall, though weighs untold thousands of tons that have been compressed mightily. Oomns speak Terran by shaking the very ground around them to form words in the ancient language.
An oomn rarely acknowledges the presence of non-earth elementals, only taking notice if it is threatened or its great plan in some way disrupted. Its attack is then most often straightforward, rolling towards its opponent to crush and grind it until it can no longer inconvenience it. If this is insufficient it also uses its psi-like abilities to great affect.
Burrowing Power (Ex):
An Oomn's psi-like abilities are naturally able to pass through stone, dirt, crystal, or almost any other sort of earth, except metal, as if it did not exist.
The nearer one approaches an Oomn the more difficult it is to concentrate on psionic powers. This acts as a continuous Catapsi affect out to sixty feet. DC 37 will save negates. The save DC is Wisdom-based.
Command of Terra (Su):
An oomn does not so much burrow through earth as much as the ground simply parts from some subtle command. This allows it to move through stone, dirt, crystal, or almost any other sort of earth except metal as easily as a fish swims through water. This movement leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing oomn flings the elemental back 30 feet unless it fails a will save equal to the caster's spellcasting level plus appropriate ability modifier, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save. As well, crystal weapons merely pass through an oomn and the wielder of such a weapon must make a DC 35 reflex save or have a crystal weapon become immediately absorbed into the oomn. The save DC is Constitution-based.
An oomn may halt on the square of any opponent up to one size category smaller then itself who fails their reflex saves as it tramples. They are considered pinned and automatically taking bludgeoning damage equal to the oomn's trample damage during the next round unless the oomn moves off them. If the oomn chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they donít escape.
Great Density (Ex):
An oomn is so incredibly dense that it is immune to non-lethal damage. As well it takes only takes 1 point of damage per 10 feet when it falls, ignoring completely the first 50 feet.
Heavy Earth (Ps):
An oomn constantly generates a strange field of otherworld gravity wherever it may go out to 200 feet in all directions. This functions as the Heavy Earth power (CP p. 90) except that all those caught up are slowed for as long as they remain within range. DC 35 fortitude save negates. The save DC is Constitution-based.
An oomn has 1 bonus power pont.
At Will/Control Sound, Immovability, Metaconcert (other Oomns only), Power Leech; 3/day Dissolving Touch, Expansion, Psionic Earthquake, Psychic Crush, Ultrablast. Manifester level 30th. Save DC's are Wisdom based.
An oomn that rolls towards you is unlikely to be stopped by any means, and as a full round action can trample anyone in any square it passes through as it charges. DC 39 reflex save halves. The save DC is Strength-based.
Tremor Feed (Ex):
An oomn feeds on vibrations and for every hit dice of sonic damage that is directed at it the save DC of its Heavy Earth ability increases by 1 for a round. Those who made the earlier Heavy Earth save before must make an additional save at the new DC. Those who still remain prone take an additional 2d6 damage per round. Additional uses of sonic energy against the oomn cause the save DC's to stack, as well as the damage dealt to those prone. It may discontinue this ability at will.