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Published by goroiamanuci, 2023-03-27 17:36:39

Maelephant

Maelephant

MAELEPHANT


Maelephant Large Demon, Lawful, Evil Armour Class - 13 (Natural Armour) Hit Points - 85 (10D10 + 30) Speed - 30 ft. STR - 22 +6 DEX - 12 +1 CON -16 +3 INT - 14 +2 WIS - 19 +4 CHA - 15 +2 Damage Resistances - bludgeoning, piercing, slashing Condition Immunities - frightened Senses - darkvision 240 ft, scent Languages - Common, Infernal Challenge - 11 (000 XP) Proficiencies - Perception, Insight, Survival, Persuasion, Knowledge Arcana Breath Weapon (recharge, 5-6) A maelephant can breathe out a cloud of noxious vapor 10 feet wide and 30 feet long. Victims within the area of the cloud must make a CON save (DC 17) or suffer complete memory loss. Memory loss suppresses all of a creature’s ranks in its skills and its feats, and it prevents the use of any class abilities (including spellcasting). Currently prepared spells are not lost; they are simply not accessible to be cast. Racial abilities are retained. Additionally, the victim no longer knows who its friends and enemies are, doesn’t remember its past, and can’t even remember its name. The victim can create new memories, but each time it sleeps or rests, any new memories it has created vanish. This condition can be cured by any effect that cures poison (a heal or neutralize poison spell, for example); otherwise, it is permanent Defensive Stance Once per encounter, a maelephant can adopt a defensive stance as a free action on its turn. In this defensive stance, the maelephant gains +2 Strength, a +2 resistance bonus on all saves, and all attacks made against it have disadvantage. The maelephant also gains 50 temporary HP. These benefits persist for a number of rounds equal to 3 + the maelephant’s newly improved Constitution modifier, or until the maelephant moves. While in a defensive stance, a maele- phant cannot use skills or abilities that require it to shift its position. A maelephant can end its defensive stance at will. At the end of the defensive stance, the maelephant loses all temporary HP.


Frenzied Charge Once per minute, a maelephant can make a frenzied charge. During the round in which this occurs, the maelephant’s speed increases to 45 feet and it gains advantage on the attack roll. This bonus stacks with any bonuses gained from making a charge attack. Fast Healing The maelephant heals at a rate of 2 HP per round. (Note, fast healing is no longer present in 5e, so feel free to omit this ability.) Improved Grab If a maelephant succeeds on a claw attack, it may attempt to initiate a grapple as a free action. If the grapple is successful, the maelephant may also make an attack with it’s trunk spike. Actions Multiattack. The maelephant can make two attacks. Claw Melee Weapon Attack: +9 to hit, reach 10 ft, one target. Hit: 5 (2d8 + 6) bludgeoning damage. Trunk-Spike Melee Weapon Attack: +9 to hit, reach 10 ft, one target. Hit: 9 (3d6 + 6) bludgeoning damage.


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