Hollyphant (5e Race)
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— Final words of a barbazu fiend
|Lulu the hollyphant as seen in Baulder's Gate: Descent into Avernus|
For those of the realms familiar with their mortal counterpart, a hollyphant resembles a gold-furred elephant of small stature with small wings. Their wings vary from bronze to white but their eyes could come in all variety of colours.
Hollyphants have formed on each of the good planes of existence since time immortal but are particularly prevalent in the Beastlands, Bytopia, and Mount Celestia. They often serve more powerful celestials and gods as messengers, companions, and helpers.
Attitudes and Beliefs
Hollyphants are being of good manifest and are formed into such worlds where they experience nothing else. Thus they each hold the loftiest ideals of good, the chief of which is friendship and honesty. A hollyphant is a champion of what is good and right, doing everything they can to destroy evil where they find it, and avoid confrontations with neutral and good creatures. Even when confronted with more powerful foes, a hollyphant would rather summon more powerful servants of the divine to combat them than flee.
Strangely enough, hollyphants are very sensitive about their appearance. A quality that visitors might find silly until the friendly, seemingly harmless creatures lose their cool. Otherwise, the typical hollyphant does not take itself too seriously, and strongly enjoys harmless pranks and jokes.
Hollyphants have short and sweet names, often given to them by their deities, angel companions, or other allies. Considering that the names are a gift from the higher beings, hollyphants take their names very seriously. There is no formal naming convention for hollyphants, but there are many common ways that hollyphants are named. Many of them have long and eloquent Celestial names which are shortened into easy-to-use nicknames in Common. Others are named after different virtues that are valued by the deity they serve.
Names: Dash, Stomp, Charity, Kiki, Mercy, Luna, Bella, Joy, Sunny, Hope, Justice, Coco
Hollyphants are gentle, stalwart creatures native to the Upper Planes.
Ability Score Increase. Your Wisdom score increases by 2, and either your Intelligence or Charisma score increases by 1.
Age. Hollyphants do not age but highly value the weight of wisdom and experience that comes from living a long life.
Alignment. Hollyphants are lawful good and although there are those that fall from the graces of good, they are few and far between.
Size. Hollyphants average just over 2 feet tall and weigh about 60 pounds. Your size is Small.
Speed. Your base walking speed is 20 feet.
Celestial. Your creature type is celestial, rather than humanoid.
Flight. You have a flying speed of 30 feet, which doesn't function above 10 feet.
Poison Immunity. You are immune to poison damage and the poisoned condition.
Innate Spellcasting. You know the light cantrip. You can cast the bless, cure wounds, and protection from evil and good spells at will with this trait. Once you cast any of these spells with this trait, you can't cast that spell with it again until you finish a short or long rest. You can also cast these spells using any spell slots you have. Wisdom is your spellcasting ability for these spells.
Telepathic. You can telepathically speak to any creature you can see within 120 feet of you. You don't need to share a language with the creature for it to understand your telepathy, but it must be able to understand at least one language.
Trumpet. As an action, you blow air through your trunk, creating a trumpet sound that can be heard out to a range of 600 feet. The trumpet also creates a 30-foot cone of energy that has one of the following effects:
Trumpet of Blasting. Each creature in the cone must make a Constitution saving throw or take 3d6 thunder damage on a failed save and be defeaned for 1 minute, taking half as much damage on a successful save. Nonmagical objects in the cone that aren’t being held or worn take twice as many die of thunder damage.
Trumpet of Sparkles. Each creature within the cone must make a Constitution saving throw, taking 2d8 radiant damage on a failed save, or half as much damage on a successful one. Evil-aligned creatures have disadvantage on the saving throw and good-aligned creatures take no damage.
The DC for these saving throws is equal to 8 + your Wisdom modifier + your proficiency bonus. The damage increases by one die at levels 3, 7, 10, 15, and 19. Once you use this trait, you can't do so again until you finish a long rest.
Languages. You can speak, read, and write Celestial.
Random Height and Weight
|2′ 0″||+1d4||55 lb.||× (1d4) lb.|
*Height = base height + height modifier