Celestial Elephant (3.5e Creature)

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Celestial Elephant
Size/Type: Huge Magical Beast (Extraplanar)
Hit Dice: 11d8+55 (104 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 15 (–2 size, +7 natural), touch 8, flat-footed 15
Base Attack/Grapple: +8/+26
Attack: Gore +16 melee (2d8+15)
Full Attack: Slam +16 melee (2d6+10) and 2 stamps +11 melee (2d6+5); or gore +16 melee (2d8+15)
Space/Reach: 15 ft./10 ft.
Special Attacks: Trample 2d8+15
Special Qualities: Low-light vision, scent, Darkvision 60 ft., Resistance to acid, cold, and electricity 10, Spell Resistance 16, Damage Reduction 5/magic
Saves: Fort +12, Ref +7, Will +6
Abilities: Str 30, Dex 10, Con 21, Int 3, Wis 13, Cha 7
Skills: Listen +12, Spot +10
Feats: Alertness, Endurance, Iron Will, Skill Focus (Listen)
Environment: Warm plains in any good-aligned plane
Organization: Solitary or herd (6–30)
Challenge Rating: 9
Treasure: None
Alignment: Always good (any)
Advancement: 12–22 HD (Huge)
Level Adjustment:
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Massive herbivores of tropical lands, elephants are unpredictable creatures but nevertheless are sometimes used as mounts or beasts of burden.

This entry describes an African elephant. Indian elephants are slightly smaller and weaker (Strength 28), but more readily trained (Wisdom 15). These statistics can also represent prehistoric creatures such as mammoths and mastodons.

Combat[edit]

Elephants tend to charge at threatening creatures.

Smite Evil (Su): Once per day a celestial creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe.

Trample (Ex): Reflex half DC 25. The save DC is Strength-based.



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