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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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[edit]

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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