Earth Elementals in Room 17

Medium
Large
Huge
XP 800
N Medium outsider (earth, elemental, extraplanar)
Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +7
Defense
AC 18, touch 9, flat-footed 18 (–1 Dex, +9 natural)
hp 34 (4d10+12)
Fort +7, Ref +0, Will +4
Immune elemental traits
Offense
Speed 20 ft., burrow 20 ft., earth glide
Melee slam +9 (1d8+7)
Special Attacks earth mastery
Statistics
Str 20, Dex 8, Con 17, Int 4, Wis 11, Cha 11
Base Atk +4; CMB +9; CMD 18
Feats Cleave, Improved Bull RushB, Power Attack
Skills Appraise +1, Climb +10, Knowledge (dungeoneering) +2,
Knowledge (planes) +2, Perception +7, Stealth +3
XP 1,600
N Large outsider (earth, elemental, extraplanar)
Init –1; Senses darkvision 60 ft., tremorsense 60 ft.;
Perception +11
Defense
AC 19, touch 8, flat-footed 18 (–1 Dex, +10 natural, –1 size)
hp 68 (8d10+24)
Fort +9, Ref +1, Will +6
DR 5/—; Immune elemental traits
Offense
Speed 20 ft., burrow 20 ft., earth glide
Melee 2 slams +14 (2d6+7)
Space 10 ft.; Reach 10 ft.
Special Attacks earth mastery
Statistics
Str 24, Dex 8, Con 17, Int 6, Wis 11, Cha 11
Base Atk +8; CMB +16; CMD 25
Improved Overrun, Power Attack
Skills Appraise +6, Climb +15, Knowledge (dungeoneering) +3,
Knowledge (planes) +6, Perception +11, Stealth +5
XP 3,200
N Huge outsider (earth, elemental, extraplanar)
Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +13
Defense
AC 20, touch 7, flat-footed 19 (–1 Dex, +12 natural, –2 size)
hp 95 (10d10+40)
Fort +11, Ref +2, Will +7
DR 5/—; Immune elemental traits
Offense
Speed 20 ft., burrow 20 ft., earth glide
Melee 2 slams +17 (2d8+9)
Space 15 ft.; Reach 15 ft.
Special Attacks earth mastery
Statistics
Str 28, Dex 8, Con 19, Int 6, Wis 11, Cha 11
Base Atk +10; CMB +21; CMD 30
Skills Appraise +6, Climb +18,
Knowledge (dungeoneering) +4, Knowledge (planes) +7,
Perception +13, Stealth +4
Earth Mastery (Ex) An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks. (These modifiers are not included in the statistics block.)

The Medium Elementals are unwilling to die to protect the room beyond. They will perfer to defer to the more powerful members of their clan. Whenever possible they will flee before they are reduced to 0HP. For every 2 that disappear a Large elemental will be summoned. For every 2 Large elementals reduced to 0HP or less, 1 Huge Elemental will appear.  The ceiling is 10'  high, so only the upper part of the huge elemental will show (about nipple high).
Medium Elementals
Red Init:=14  -HP:=32  -Init:=10  -HP:=32  -Init:=11  -HP:=23  -Init:=18  -HP:=35  -

Green Init:=13  -HP:=32  -Init:=11  -HP:=33  -Init:=1  -HP:=27  -Init:=3  -HP:=37
Large Elementals
Purple HP: =74 - Init: =5        HP: =80 - Init: =14        HP: =77 - Init: =13        HP: =68 - Init: =18
         
Huge Elementals
White HP: =94         Init:=15        HP=74         Init:=14  

Outsider
Elemental
Cleave (Combat)
You can strike two adjacent foes with a single swing.
Prerequisites: Str 13, Power Attack, base attack bonus +1.
Benefit: As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.

Greater Bull Rush (Combat)
Your bull rush attacks throw enemies off balance.
Prerequisites: Improved Bull Rush, Power Attack, base attack bonus +6, Str 13.
Benefit: You receive a +2 bonus on checks made to bull rush a foe. This bonus stacks with the bonus granted by Improved Bull Rush. Whenever you bull rush an opponent, his movement provokes attacks of opportunity from all of your allies (but not you).
Normal: Creatures moved by bull rush do not provoke attacks of opportunity.

Improved Overrun (Combat)
You are skilled at running down your foes.
Prerequisite: Str 13, Power Attack, base attack bonus +1.
Benefit: You do not provoke an attack of opportunity when performing an overrun combat maneuver. In addition, you receive a +2 bonus on checks made to overrrun a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to overrun you. Targets of your overrun attempt may not chose to avoid you.
Normal: You provoke an attack of opportunity when performing an overrun combat maneuver.

Power Attack (Combat)
You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
Prerequisites: Str 13, base attack bonus +1.
Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.