Titan Elephant (5e Creature)

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Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Next to no fluff for a CR 30 creature, dull creature in terms of its mechnics(walks and throws rocks) really, considering its astonishing numbers. It's just numbers really


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Scales.png This page is of questionable balance. Reason: lacks abilities more or less expected to be present on such high cr creature, making cheezing it, even at the level 1, fairly easy, and trivializing encounter to slow, extended, full of high-numbers disapointment


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Titan Elephant[edit]

Gargantuan monstrosity (titan), neutral


Armor Class 20 (natural armor)
Hit Points 615 (30d20 + 300)
Speed 60 ft.


STR DEX CON INT WIS CHA
30 (+10) 8 (-1) 30 (+10) 10 (+0) 10 (+0) 10 (+0)

Saving Throws Str +19, Con +19, Wis +9, Cha +9
Skills Athletics +28, Perception +9
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, petrified, poisoned, stunned
Senses darkvision 120 ft., passive Perception 19
Languages Common, Giant (understand these languages but can't talk)
Challenge 30 (155,000 XP)


Eternal Slumber. When the Titan elephant reaches 0 hit points or is affected by an effect that would kill it, it remains 1 hit point and falls into eternal slumber. The titan elephant regains 20 hit point at the end of its turn when entering this status. Only a wish spell can bring the titan elephant back to animate. When doing so, the caster will lose casting abilities for 1d6 days. A wish can also send the slumbering titan elephant to a demiplane at the same cost. Locating this demiplane will cost a commune spell.

Living Form of Disasters. If the titan elephant moves though any unattended object, the object will recieve severe desturction through this beast's heavy stomp. Nonmagical objects will be instantally destroyed. A magical object must succeed a DC 27 Constitution saving throw or will take 70 (20d6) bludgeoning damage. The creation of a devine automatically succeed this saving.

Magic Weapons. The titan elephant's weapon attacks are magical.

Siege Monster. The titan elephant deals double damage to objects and structures.

Unstopable Apocalypse. At the starts of its turn, the titan elephant can choose to end any spell or effect that currently affects it. Its movement and attack can't be blocked, slowed or impeded by any form of barrier, difficult terrain or restrained. The titan elephant is immune to all spells or effects that would alter its form. A magic missile, line spell, or spell that requires a ranged attack roll deals no effect to the titan elephant as it is bounced away by its reflective skin.

ACTIONS

Multiattack. The elephant makes four trunk attacks. Each of these attacks can be replaced with a trunk throw.

Trunk Smack. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 32 (5d8 + 10) bludgeoning damage. If the target is a creature, it will be grappled (escape DC 18). Until this grapple ends, the target is restrained. The titan elephant has four trunks, each of which can grapple a creature.

Trunk Throw. One Large or smaller object held or creature grappled by the titan elephant is thrown up to 120 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone.


LEGENDARY ACTIONS

The titan elephant can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The titan elephant regains spent legendary actions at the start of its turn.

Attack. The titan elephant makes an attack.
Thunder Roar (Costs 2 Actions). The titan elephant releases a loud roar from its four trunks. Each creature within 120 feet of it must make a DC 20 Constitution saving throw. On a failed save, a creature takes 35 (10d6) thunder damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone.
Gale Breath (Costs 3 Actions). The titan elephant exhales a gigantic gale in a 90-foot cone. Each creature in the area of effect must make a DC 20 Constitution saving throw. On a failed save, a creature takes 39 (6d12) bludgeoning damage and is pushed 90 feet away from the titan elephant. On a successful save, a creature takes half as much damage and isn't pushed.

The titan elephant roams the plains and mountains of the hollow Earth. It is believed to compete with the mighty tarrasque since the existence of both of them. Although not really destructive at the standard of such mystical titan, many civilisations worship titan elephant as the symbol of nature powerness.


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