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Breadcrumb

Ran's Cachean Elephant

Challenge
Terrain
str
23
dex
9
con
16
int
5
wis
11
cha
6

AC 15 (natural armor)
HP 119 (14d10+42; bloodied 59)
Speed 40 ft.
Initiative Dex –1 (9), Insight +0 (10), Perception +0 (10)


Proficiency +3; Maneuver DC 17
Saving Throws str +6, dex –1, con +3, int –3, wis +0, cha –2
Damage Resistances  bludgeoning , piercing , or slashing damage from nonmagical weapons
Senses passive Perception 10
Languages understand Elvish


Golden Gravity. You see yourself reflected in the metal woven through the creature’s limbs, and your own limbs feel heavy. Hostile creatures that start their turn or move within 10 feet of the elephant must succeed a DC 14 Wisdom saving throw or else have their speed reduced to 0 and be unable to teleport until the start of their next turn.
Trampling Charge. If the elephant moves at least 20 ft. straight toward a creature and hits it with a gore attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone , and the elephant can make one stomp attack against it as a bonus action.


ACTIONS

Gore. Melee Weapon Attack: +9 to hit; reach 5 ft., one target. Hit: 19 (3d8+6) piercing damage.
Stomp. Melee Weapon Attack: +9 to hit; reach 5 ft., one prone creature. Hit: 22 (3d10+6) bludgeoning damage.
Farslayer Tusks. The stain on its tusks darkens as if wet with blood; you feel yourself impaled. The elephant chooses a creature within 150 feet. The creature makes a DC 14 Constitution saving throw, taking 19 (3d8+6) piercing damage on a failed save, or half damage on a success.


REACTIONS

Gale Shield. Wind catches incoming projectiles and flings them away. When a creature hits the elephant or a creature adjacent to it with a ranged weapon attack, the elephant can use its reaction to reduce the damage by 1d10 + 12. If this causes the attack to deal no damage, the elephant can immediately make the following attack with the weapon. Ranged Weapon Attack: +2 to hit; range 20/60 ft., one target. Hit: 5 (1d12–1) damage—type varies.


TECHNOLOGICAL WEAKNESS

Reject Graft (Medicine DC 13). All those components aren’t natural to its body, and healing would treat them as foreign. When the elephant receives any magical healing, one of the following stops working until the elephant completes a long rest: Damage Resistances, Farslayer Tusks, or Gale Shield.

Description

During the two Victories, Elfaivar marched to war with great elephants which had their flesh threaded with ribbons of cacheum, golden planarite that originated from Urim. The skill needed to grow and train these warbeasts faded in the centuries after the Great Malice, but several gulmohar have revived the art.
Though lacking any gears or steam, cachean beasts are arctech of a sort, and the techniques have only improved with modern understanding of planarite and animal physiology. In addition to the defensive and disruptive benefits of golden cacheum, these newly bred war elephants shimmer with white galeite gemstones pressed into their hide in floral patterns, and the tips of their tusks are stained saffron red with dried scabosine. The animals are quite intelligent, trained from a young age to intuitively control their magical powers, and to understand their preternatural strength.

Monster Type Description

Monstrosities are magical beings usually native to the Material Plane. Some monstrosities combine the features of beasts and humanoids, like centaurs . Others have bizarre or unnatural appearances, like many-tentacled ropers . Monstrosities could only arise in a world suffused with magic.