Celestial Elephant

Massive herbivores of tropical lands, elephants are unpredictable creatures but nevertheless are sometimes used as mounts or beasts of burden.
This entry describes an African elephant. Indian elephants are slightly smaller and weaker (Strength 28), but more readily trained (Wisdom 15). These statistics can also represent prehistoric creatures such as mammoths and mastodons.
Celestial Elephant | |
Size/Type | Huge magical beast (Extraplanar) |
Hit Dice | 11d8+55 (104 hp) |
Initiative | +0 |
Speed | 40 ft. (8 squares) |
Armor Class | 15 (-2 size, +7 natural), touch 8, flat-footed 15 |
Base Attack/Grapple | +8/+26 |
Attack | Gore +16 melee (2d8+15) |
Full Attack | Slam +16 melee (2d6+10) and 2 stamps +11 melee (2d6+5); or gore +16 melee (2d8+15) |
Space/Reach | 15 ft./10 ft. |
Special Attacks | Trample 2d8+15 |
Special Qualities | Low-Light Vision, Scent, Darkvision 60 ft., Resistance to acid, cold, and electricity 10, Spell Resistance 16, Damage Reduction 5/magic |
Saves | Fort +12, Ref +7, Will +6 |
Abilities | Strength 30, Dexterity 10, Constitution 21, Intelligence 3, Wisdom 13, Charisma 7 |
Skills | Listen +12, Spot +10 |
Feats | Alertness, Endurance, Iron Will, Skill Focus (Listen) |
Environment | Warm plains in any good-aligned plane |
Organization | Solitary or herd (6-30) |
Challenge Rating | 9 |
Treasure | None |
Alignment | Always good (any) |
Advancement | 12-22 HD (Huge) |
Level Adjustment | – |
Combat
Elephants tend to charge at threatening creatures.
Smite Evil (Su): Once per day a celestial creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe.
Trample (Ex): Reflex half DC 25. The save DC is Strength-based.