Elephant in the Room (3.5e Monster)
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|Elephant in the Room|
|Hit Dice:||16d6+80 (136 hp)|
|Armor Class:||15 (+7 natural, −2 size), touch 8, flat-footed 15|
|Attack:||Gore +16 melee (2d8+15, 20/x2)|
|Full Attack:||Slam +16 melee (2d6+10, 20/x2) and 2 Stamps +11 melee (2d6+5, 20/x2); or Gore +16 melee (2d8+15, 20/x2)|
|Space/Reach:||15 ft/10 ft|
|Special Attacks:||Mind Reader, SLAs, Trample 2d8+15|
|Special Qualities:||Aura of Discomfort, DR 10/cold iron, Ignored, Low-Light Vision, No Weight, Tight Squeeze, Uncomfortable Scent|
|Saves:||Fort +10, Ref +12, Will +16|
|Abilities:||Str 30, Dex 10, Con 21, Int 9, Wis 23, Cha 7|
|Skills:||Hide +16, Listen +25, Move Silently +21, Sense Motive +25, Spot +25|
|Feats:||Ability Focus (ignored), Ability Focus (mind reader), Lightning Reflexes, Skill Focus (hide), Power Attack, Stealthy|
|Alignment:||Usually Chaotic Neutral|
|Advancement:||17-32 HD (Huge), 33-48 HD (Gargantuan)|
"So, uh, are we ever going to address... you know. That thing?" There was a soft cough from the rest of the party. It looks like he was the only one to make their Will save.
Strange fey which appear exactly like elephants (but often in garish colors and patterns), these strange predators are attracted to and feed off discomfort, especially open secrets nobody wants to talk about. They gather nearby, soaking in the ambient discomfort and finding ways to make things more uncomfortable for everyone around. Only by someone breaking the effect of the aura and bringing the issues to bear that summoned the elephant in the room in the first place is it possible to dissuade the baneful beast from pursuing.
The elephant in the room doesn't start fights. In fact, it is rare it ever gets in fights, even after it is discovered. It prefers social battles, of wit and mind. Specifically, though, it typically sticks around until the issues which attracted it are addressed, after which it becomes disinterested and leaves. If forced into a fight, it is not afraid to run and come back later, but it is still an elephant and thus still quite strong.
Aura of Discomfort (Su): The elephant in the room has a troubling pressure against the abilities of others even if unseen. It can as a non-action force any creature within 60 ft to roll twice and take the worse result on any bluff, diplomacy, intimidate, or sense motive check. In addition, if encountered with violence, it can cause creature's discomfort to rise, forcing them to roll twice and take the worst result on all d20 rolls for as long as they remain in the area, DC 24 Will negates. The save DC is Wisdom based.
Ignored (Ex): The elephant in the room is not invisible, nor is it silent, and yet somehow everyone doesn't recognize the thing is there. Creatures treat the elephant in the room as invisible and silenced unless they succeed on a DC 26 Will save on first observing it, save negates. This is a mind-affecting effect but not an illusion, so true seeing and the like do nothing. If presented with evidence of the elephant, such as running into the creature, witnessing it changing the environment, or someone else insisting, they get another saving throw once per event. They also get another save at the start of each day, but at a −4 penalty. The save DC is Wisdom based, with a +2 bonus from Ability Focus.
No Weight (Ex): The elephant in the room is a rather stealthy creature. It leaves no trail or footprints, and its weight can vary from that of an actual elephant to light as air.
Tight Squeeze (Ex): The elephant in the room may be huge, but it somehow squeezes through places it shouldn't fit. At will, the elephant in the room may squish down three sizes smaller (Small) for the purpose of squeezing, or if trying to avoid people running into it.
Uncomfortable Scent (Ex): The elephant in the room can smell discomfort, and is naturally attracted to those with issues that need to be addressed but are ignored. Treat it having scent against creatures with those issues.