Elephant Pishacha (5e Creature)
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Huge fiend, lawful evil
Saving Throws Con +7, Cha +3
Trampling Charge. If the elephant moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the battle elephant can make one stomp attack against it as a bonus action.
Brute. A melee weapon deals one extra die of its damage when the elephant hits with it (included in the attack).
Multiattack. The elephant makes two attacks with its gore, stomp, or spiked greatclub; or one of the prior attacks and a trunk sweep attack.
Gore. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 21 (3d8 + 7) piercing damage.
Stomp. Melee Weapon Attack: +10 to hit, reach 5 ft., one prone creature. Hit: 23 (3d10 + 7) bludgeoning damage.
Spiked Greatclub. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 18 (2d10 + 7) piercing damage.
Trunk Sweep. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d6+6) bludgeoning damage. Target must succeed on a DC 10 Strength saving throw or be knocked back 10 feet and be prone. If the creature succeeds the saving throw, they are knocked back 10 feet but remain standing.
Once normal animals, the pishacha have been twisted with dark magic. There are four common forms of pishacha: a tiger, an elephant, a crocodile, and a whale. In battle, pishacha must be controlled directly by powerful magic users, typically those that created them in the first place. A pishacha's monstrous appearance and enhanced abilities do not disappear when this connection is lost, however, their mind returns to that of their base animal. In the case of elephants, their souls have been combined with those of ordinary soldiers, causing them to become bipedal, with human-like hands and an intelligence, skill, and strategy unseen in normal battle elephants.