Soil Keeper
Large Elemental (Earth)
Hit Dice: 14d8+84 (147 hp)
Initiative: +3
Speed: 20 ft. (4 squares)
Armor Class: 18 (-1 size, -1 Dex, +10 natural), touch 8, flat-footed 18
Base Attack/Grapple: +10/+22
Attack: Slam +17 melee (1d6+8)
Full Attack: 2 Slams +17 melee (1d6+8)
Space/Reach: 10 ft./10 ft.
Special Attacks: Death throes, spell-like abilities
Special Qualities: Darkvision 60 ft., body of earth, earth glide, elemental traits, woodland mastery
Saves: Fort +9, Ref +4, Will +4
Abilities: Str 26, Dex 8, Con 20, Int 6, Wis 14, Cha 10
Skills: Knowledge (Nature) +5, Listen +7, Spot +7
Feats: Power Attack, Improved Bull Rush, Improved Overrun, Improved Initiative, Improved Toughness
Environment: Any
Organization: Solitary
Challenge Rating: 10
Treasure: None
Alignment: Always True Neutral
Advancement: 15-17 HD (Large), 18-26 HD (Huge)
Level Adjustment:

Soil Keepers are elementals born of the fertile earth. Exceedingly rare, they are dormant for most of the year, sleeping beneath the earth. But when Winter ends and Spring begins, they awaken from their hibernation, and use their elemental powers to nourish and sustain the newly budding plant life. The very body of a Soil Keeper is made of supernaturally fertile soil, and when a Soil Keeper is wounded, it only strengthens the surrounding plant life. For this reason, Soil Keepers have no fear of death, and will sometimes even wound themselves to strengthen the earth around them. Soil Keepers look like large, vaguely humanoid-shaped piles of dirt, typically standing around 16 ft. high and weighing in at around two tons.

A Soil Keeper will typically open combat by using entangle, plant growth, or spike growth to impede its foes’ movement, without hampering its own. It will then charge into melee, focusing on what it perceives to be the greatest threat. Once a Soil Keeper has engaged in melee with a creature, it will typically not break away unless it perceives a much greater threat. Soil Keepers rarely retreat, and only do so if drastically outnumbered by much stronger foes.

Death Throes (Ex)
When killed, a Soil Keeper explodes in a nova of soil. All creatures within 30 ft. of it take 5d4 points of bludgeoning, with a DC 22 Reflex save for half. In addition, a tree grows from the space where the Soil Keeper died, growing to full size in a matter of seconds. All creatures that were in the Soil Keeper’s space are pushed back 1d4 squares by the tree’s rapid growth. The save is Constitution based.

Spell-Like Abilities
At will–3/day–entangle (DC 13), goodberry, speak with plants; 1/day–command plants (DC 16), plant growth, spike growth (DC 15). Caster level 7th. Saves are Wisdom-based.

Body of Earth (Sp)
A Soil Keeper’s body is formed from earth and dirt of almost supernatural fertility. Whenever a Soil Keeper is damaged, some of this dirt is separated from its body and falls to the ground, causing any plant life to become vibrant and healthy. In addition, if a soil keeper is dealt 35 or more points of damage by one attack or effect, then so much soil is spilled that either all plants within a 100 ft. radius circle of the Keeper are affected as by the overgrowth function of the plant growth spell, or all plants within a one half-mile radius circle of the Soil Keeper are affected as by the enrichment function of the plant growth spell.

Earth Glide (Ex)
A Soil Keeper can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing 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 Soil Keeper flings it back 30 feet, stunning it for 1 round unless it succeeds on a DC 15 Fortitude save.

Woodland Mastery (Su)
A Soil Keeper may move through any sort of undergrowth (such as thorns, briars, overgrown areas, and similar terrain) at its normal speed and without taking damage or suffering any other impairment. Even magically manipulated undergrowth does not affect.

Plot Hooks
A Soil Keeper has invaded a city, and is attempting to transform it into a forest. The PC’s are called upon to drive away the elemental before the entire city is overgrown.

The tree of a dead Soil Keeper has been cut down, and now the elemental’s angry ghost has appeared to take revenge on whoever committed the act. The unfortunate logger who felled the tree calls upon the PCs for help in driving away this supernatural threat.