Dire Elephant (3.5e Monster)

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Author: Aarnott (talk)
Date Created: 21:29, 4 October 2011 (UTC)
Status: Working away
Editing: Clarity edits only please
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Note[edit]

This monster is balanced to fit in a high level of balance game. I have taken the liberty of not using the standard D&D rules for determining various statistics for this monster. As a result, it may seem a bit stronger (or weaker) than some SRD monsters of the same CR and that is fine. I think it will pose an appropriate challenge for characters of its CR.

Dire Elephant[edit]


Dire Elephant

CR 9

N Gargantuan Animal
Init/Senses +0/Listen +15, Spot +9
AC 29, touch 20, flat-footed 27
hp 150 (9 HD); DR 5/—
Fort/Ref/Will +13/+10/+11
Speed 50 ft. (10 squares)
Melee +22 Slam (2d6) +20/+20 Stamp (3d6) +20 Gore (4d6)
Space/Reach 20 ft./15 ft.
Base Atk/Grp +7/+20
Atk Options Power Stomp, Throw Debris, Trample
Abilities Str 30, Dex 10, Con 25, Int 2, Wis 13, Cha 7
SQ Elephants Never Forget
Advancement
Power Stomp (Ex) As a move action, a dire elephant can stomp the ground, forcing each creature within 30 feet to make a Reflex save DC 22 or else fall prone. All buildings that require structural support within 30 feet of the elephant also take 50 damage (which can often be enough to seriously damage if not destroy them). The entire area becomes difficult terrain and is littered with debris.
Throw Debris (Ex) A dire elephant can throw debris (usually created by a power stomp) at an enemy as a full-round action. It makes a ranged attack roll against each creature in a 5 ft. radius with a +21 bonus and a range increment of 200 feet (roll a single attack roll and compare to each creature's AC score). The debris deals 10d6 bludgeoning damage on a hit and forces any flying creature it hits to make a Reflex save DC 22 or else be carried with the debris. On a failed save, the creature will hit the ground 100 ft. away its current position in a direction away from the elephant and it will take an additional 10d6 damage.
Trample (Ex) Whenever a dire elephant takes a move action, it can move over prone creatures. If it does, the creature has 2 options: make an attack of opportunity and take automatic trample damage or attempt a Reflex save DC 22 to avoid the trample damage. Trample damage is 8d6.
Elephants Never Forget (Ex) Whenever a dire elephant rolls a saving throw against any ability from an opponent, whenever it rolls a saving throw against the same ability from the same opponent, it gets a +4 bonus to the roll.

Four redwoods, a coiling anaconda, and a terrible earthquake. What am I?

A dire elephant is a beast of nightmares. Elephants are dangerous enough as-is. A dire elephant, however, towers over regular elephants and its very steps topple buildings around it. And, unlike a normal elephant, it hungers for meat.

Dire elephants obviously look like really big elephants. They still have herbivorous teeth, despite their carnivorous nature, but have strong enough jaws to rip apart meat.

Strategies and Tactics[edit]

A dire elephant will charge into the fray, stomping and trampling on opponents as it is able. It will toss debris at flying opponents, generally having them second guess whether flying is a good idea.

Treasure[edit]

Dire elephant tusks are really nice ivory that provide defensive magical benefits. Each tusk can be worn around the neck to act as a Amulet of Natural Armor +1 (that is, there are two such amulets provided from a single dire elephant).

Dire elephant tusks can also be used to upgrade existing amulets of natural armor by providing enough material for the difference in cost of the full-price for the item. For example, if you own an amulet of natural armor +1 and you want to make it +2, you will need 6,000 gp worth of tusks (3 tusks). If you get that amount, you can immediately upgrade your amulet. The tusks provide both the gold and material component costs in this way.

Dire elephant tusk pairs are valued at 4,000 gp on the open market (each tusk is 2,000 gp).



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