SRD Header Graphic Bar
 

SYSTEM REFERENCE DOCUMENT 3.5

 
FIENDISH ELEPHANT

 

Huge Magical Beast (Augmented Animal, 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, smite evil

Special Qualities:

Low-light vision, scent, damage resistance 5/magic, darkvision 60ft, resistance to acid 10 cold 10 and electricity 10, spell resistance 16

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:

Any Evil-aligned plane

Organization:

Solitary or herd (6–30)

Challenge Rating:

9

Alignment:

Always evil (any)

Advancement:

12–22 HD (Huge)

Level Adjustment:

+2

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

Elephants tend to charge at threatening creatures.

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

Smite Good (Su): Once per day a fiendish creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against a good foe. -- In this case +11.

Double Ended Spear Terminator Bar
  Return to Index