Elephant Pishacha (5e Creature)

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Elephant Pishacha[edit]

Huge fiend, lawful evil


Armor Class 18 (plate armor)
Hit Points 126 (12d12 + 48)
Speed 40 ft.


STR DEX CON INT WIS CHA
24 (+7) 10 (+0) 19 (+4) 10 (+0) 12 (+1) 10 (+0)

Saving Throws Con +7, Cha +3
Skills Animal Handling +4, Athletics +10, Intimidation +3, Perception +4
Damage Resistances Nonmagical bludgeoning, slashing, and piercing damage
Senses darkvision 60 ft., passive Perception 13
Languages Understands Common, but can not speak
Challenge 8 (3,900 XP)


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.

War Beast. A creature riding or handling a cooperative elephant has advantage on Wisdom (Animal Handling) checks.

Brute. A melee weapon deals one extra die of its damage when the elephant hits with it (included in the attack).

ACTIONS

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.


Pishacha_elephant.jpg
An elephant pishacha in Berserk chapter 230, [Source]

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.


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