Tree Dwelling Elephant (3.5e Creature)

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Tree Dwelling Elephant
Size/Type: Huge Magical Beast
Hit Dice: 11d10+55 (115 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 17 (–2 size, +2 dexterity, +7 natural), touch 8, flat-footed 15
Base Attack/Grapple: +11/+29
Attack: Gore +19 melee (2d8+15)
Full Attack: Slam +19 melee (2d6+10) and 2 stomps +14 melee (2d6+5); or gore +19 melee (2d8+15)
Space/Reach: 15 ft./10 ft.
Special Attacks: Trample 2d8+15
Special Qualities: Darkvision 60 ft., Low-light vision, scent
Saves: Fort +12, Ref +7, Will +6
Abilities: Str 30, Dex 14, Con 21, Int 10, Wis 15, Cha 7
Skills: Balance +15, Climb +15*, Jump +14*, Listen +10, Spot +10, Tumble +20*
Feats: Acrobatic, Alertness, Endurance, Iron Will.
Environment: Warm plains
Organization: Solitary or herd (6–30)
Challenge Rating: 9
Treasure: None
Alignment: Any
Advancement: 12–22 HD (Huge)
Level Adjustment:
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More information...

Massive herbivores of tropical lands, elephants are unpredictable creatures but nevertheless are sometimes used as mounts or beasts of burden.

This specific race, the tree-dwelling elephant, was possibly reared by elves and then trained specifically for that purpose. They are among the cutest things in the multiverse.

Combat

Elephants tend to charge at threatening creatures. Tree-dwelling elephants are even funnier, climbing onto trees they don´t know how to get down from. Sometimes they fall on an appropriately placed lion, or other predator.

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

Bombard (Ex): A falling elephant may attempt to squish those under himself. By voluntarily dropping from a height on a specific area, the elephant may use his full 8.000 pounds to leave its target flat. By falling on a target, the elephant deals 16d6+10 plus 1d6 per every 10 feet fallen to anybody in the area it falls. The save DC is strength-based.

The elephant uses cleverly its skills to protect itself from a fall. It usually uses a DC 15 jump check to jump downward, ignoring 1d6 of damage and converting the next 2 dices into sub-dual, then uses a tumble check DC 30 to ignore the next 2 dies of damage. That way it ignores the first 3d6 damage, and suffers as nonlethal the next 2d6. All subsequent die are normal damage.

Note: This attack should ideally deal 44d6 damage +1d6 per every 10 feet fallen. Use it like that if you want, but to me an elephant´s body doesn´t apply its full force in all parts at once... and it´s unbalancing for an 11 HD critter to deal that much damage.

*Skills: Tree-dwelling elephants gain a +4 racial bonus to climb, jump, and tumble.



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