“Celestial Elephant: Radiant Guardian of the Heavens and Harbinger of Divine Judgment”
Divine juggernaut of light and thunder, herald of celestial judgment.

A radiant colossus born of divine will, the Celestial Elephant embodies the might and mercy of the heavens—its golden form and starlit tusks blazing as it strides across sacred realms to crush evil, heal the worthy, and sound the trumpet of heavenly wrath.
Appearance
Towering like a living monument of holiness, the Celestial Elephant gleams with skin of silvered ivory veined by golden light. Its eyes burn with dawnfire, and each breath releases motes of radiant dust that drift like tiny suns. Vast feathered wings or veils of luminescent energy unfurl from its shoulders, while its tusks—etched with celestial runes—shine brighter than any mortal forge.
Behaviour
Serene yet immeasurably powerful, a Celestial Elephant moves with deliberate majesty until provoked by corruption or cruelty. It is slow to anger, but once roused, it becomes a storm of divine wrath—charging through enemy lines with crushing grace, trumpeting hymns that can shatter the courage of fiends. Outside battle, it displays calm wisdom, often standing motionless for days in quiet contemplation.
Habitat
Celestial Elephants dwell in the radiant plains of Mount Celestia, the endless gardens of Elysium, or the silver savannas of Bytopia. On the Material Plane, they are seen only where sanctity bleeds into reality—ancient temples, sacred battlefields, or oases born from divine intervention. Their mere presence blesses the land, causing flowers to bloom and night skies to clear.
Modus Operandi
A Celestial Elephant confronts foes with overwhelming physical force and radiant magic, using its tusks and trunk to crush or cast down evil creatures. It channels celestial energy through its trumpet, banishing fiends, purifying undead, and rallying allies. When aiding mortals, it often shields the weak behind walls of holy light, acting as both bastion and beacon.
Motivation
Driven by an unshakable instinct to preserve balance and protect innocence, the Celestial Elephant serves as a living avatar of divine law. It answers the call of gods, solars, or saintly spirits, and its every action seeks to cleanse the cosmos of despair. To it, mercy is sacred—but so is judgment, and when the heavens demand reckoning, its trumpet heralds the end of wickedness itself.
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Celestial Elephant

Huge celestial, lawful good
A radiant colossus forged from divine thunder and light, the Celestial Elephant strides through the heavens as both guardian and judge—its tusks gleaming with the fire of stars, its trumpet echoing the judgment of the gods.
Armor Class 19 (divine hide)
Hit Points 285 (18d12 + 162)
Speed 40 ft., fly 60 ft. (radiant levitation)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 26 (+8) | 10 (+0) | 28 (+9) | 14 (+2) | 22 (+6) | 20 (+5) |
Saving Throws Con +15, Wis +12, Cha +11
Skills Insight +12, Perception +12, Religion +8
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks; radiant
Damage Immunities necrotic, poison
Condition Immunities charmed, frightened, poisoned
Senses truesight 60 ft., passive Perception 22
Languages Celestial, telepathy 120 ft.
Challenge 15 (13,000 XP) Proficiency Bonus +5
Alignment Lawful Good
Lore
The Celestial Elephant is a divine paragon of purity and protection, said to be sculpted from the first thunder that rolled across Mount Celestia. Each bears a spark of divine consciousness, tasked with safeguarding sacred realms and the balance of creation. When one walks the mortal world, its presence heralds an age of reckoning—fiends tremble, undead crumble, and the very air hums with sanctity.
Legends tell that gods of justice and mercy once rode Celestial Elephants into the first wars against the Abyss, and that their trumpets still echo across the planes when evil grows too bold. Mortals who witness them often mistake them for omens of apocalypse—or salvation.
Traits
Divine Nature.
The Celestial Elephant does not require food, water, or air. It sheds dim light in a 30-foot radius, which it can suppress or resume as a bonus action.
Aura of Sanctity.
Allies within 30 feet of the elephant have advantage on saving throws against being frightened or charmed. Fiends and undead that enter or start their turn in the aura take 10 (3d6) radiant damage.
Trampling Radiance (Recharge 5–6).
When the elephant moves at least 20 feet straight toward a creature and hits it with a Gore attack, the target must succeed on a DC 20 Strength saving throw or be knocked prone. If the target is prone, the elephant can make a Stomp attack against it as a bonus action.
Actions
Multiattack.
The Celestial Elephant makes two attacks: one with its Gore and one with its Stomp.
Gore. Melee Weapon Attack: +13 to hit, reach 10 ft., one target.
Hit: 30 (4d10 + 8) piercing damage plus 9 (2d8) radiant damage.
Stomp. Melee Weapon Attack: +13 to hit, reach 5 ft., one prone target.
Hit: 33 (4d12 + 8) bludgeoning damage plus 9 (2d8) radiant damage.
Trumpet of Judgment (Recharge 6).
The elephant releases a deafening blast of divine thunder in a 60-foot cone. Each creature of its choice in that area must make a DC 20 Constitution saving throw.
- Failure: 45 (10d8) radiant damage and deafened for 1 minute.
- Success: Half as much damage and not deafened.
Fiends and undead make this saving throw with disadvantage. Undead reduced to 0 hit points are reduced to dust and radiant motes.
Innate Spellcasting (Divine)
The elephant’s spellcasting ability is Wisdom (spell save DC 20). It can innately cast the following spells, requiring no material components:
- At will: light, detect evil and good, calm emotions
- 3/day each: aid, beacon of hope, daylight, dispel evil and good
- 1/day each: holy aura, sunbeam, greater restoration
Reactions
Shield of Mercy (1/Day).
When an ally within 30 feet would take damage, the Celestial Elephant manifests a wall of radiant light. The damage is reduced by 25 (5d10). If this reduces the damage to 0, the ally regains hit points equal to the prevented damage.
Legendary Actions
The Celestial Elephant can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. It regains spent legendary actions at the start of its turn.
Radiant Step. The elephant moves up to half its flying speed without provoking opportunity attacks.
Blessing Trunk. The elephant touches an ally within 15 feet, restoring 18 (4d8) hit points.
Trumpet Echo (Costs 2 Actions). The elephant emits a burst of divine sound. Each enemy within 10 feet must succeed on a DC 18 Constitution saving throw or be pushed 10 feet away and take 10 (3d6) radiant damage.
Tactics
In battle, the Celestial Elephant fights as a divine bulwark—leading charges, protecting allies, and drawing the attention of fiends. It opens combat with Trumpet of Judgment to weaken the unholy, then charges with Gore and Stomp to scatter foes. Against spellcasters, it uses dispel evil and good to sever dark magic. If its allies falter, it turns from wrath to mercy, using Shield of Mercy and beacon of hope to restore the wounded before unleashing radiant fury once more.
The Celestial Elephant does not fight for conquest—it fights for balance, compassion, and the unyielding light of the heavens.
Celestial Elephant

This radiant giant thunders across the heavens, its tusks gleaming like starlight and its trumpet echoing with divine judgment.
Celestial Elephant CR 15
XP 51,200
LG Huge outsider (angel, extraplanar, good, lawful)
Init +2; Senses darkvision 60 ft., low-light vision, detect evil; Perception +27
DEFENSE
AC 31, touch 10, flat-footed 29 (+2 Dex, +21 natural, –2 size)
hp 258 (16d10+160); fast healing 10
Fort +19, Ref +12, Will +16
DR 10/evil and cold iron; Immune acid, petrification; Resist cold 10, electricity 10, fire 10; SR 26
Aura aura of menace (DC 21), aura of sanctity (30 ft.)
OFFENSE
Speed 40 ft., fly 60 ft. (perfect)
Melee gore +25 (3d8+12 plus 2d8 holy), 2 slams +23 (2d6+6 plus 1d8 holy), stomp +23 (4d6+12 plus 2d8 holy)
Space 15 ft.; Reach 15 ft.
Special Attacks smite evil 1/day, trampling radiance (4d8+12, DC 27), trumpet of judgment (6/day, DC 24), spell-like abilities
Spell-Like Abilities (CL 15th; concentration +20)
At will—aid, calm emotions (DC 19), continual flame, daylight, detect evil, protection from evil
3/day—dispel evil, flame strike (DC 21), holy smite (DC 20), mass cure moderate wounds
1/day—holy word (DC 23), resurrection, sunbeam (DC 22)
STATISTICS
Str 34, Dex 14, Con 30, Int 14, Wis 26, Cha 21
Base Atk +16; CMB +30; CMD 42 (46 vs. trip)
Feats Awesome Blow, Cleave, Great Fortitude, Improved Bull Rush, Iron Will, Power Attack, Toughness, Trample
Skills Diplomacy +24, Fly +22, Knowledge (planes) +21, Perception +27, Sense Motive +27, Survival +25
Languages Celestial, Draconic, Infernal; truespeech, telepathy 120 ft.
ECOLOGY
Environment any good-aligned plane (Mount Celestia, Elysium, Bytopia)
Organization solitary, pair, or herd (3–6)
Treasure none (divine essence only)
SPECIAL ABILITIES

Aura of Sanctity (Su) A celestial elephant radiates a 30-foot aura of pure grace. Allies within the aura gain a +4 sacred bonus on saving throws against fear, charm, and compulsion effects. Evil outsiders and undead entering or starting their turn in the aura take 3d6 points of holy damage.
Trampling Radiance (Ex) When the elephant charges and hits with its gore, the target must succeed at a DC 27 Reflex save or be knocked prone and take 4d8+12 points of bludgeoning damage plus 2d8 holy damage. The save DC is Strength-based.
Trumpet of Judgment (Su) As a standard action, the elephant releases a thunderous blast of celestial sound in a 60-foot cone. Creatures of its choice in the area take 15d6 points of sonic and holy damage (Reflex DC 24 half). Fiends and undead take double damage and are blinded for 1d4 rounds on a failed save. The save DC is Charisma-based.
Smite Evil (Su) Once per day, a celestial elephant can smite evil as a paladin of its Hit Dice, adding +5 to attack rolls and +15 to damage rolls against evil creatures.
Aura of Menace (Su) A hostile creature within 20 feet must succeed at a DC 21 Will save or take a –2 penalty on attacks, AC, and saves for 24 hours as long as it remains in combat with the angel.
TACTICS
Before Combat The elephant casts aid and daylight upon itself and allies, using detect evil to judge threats.
During Combat It charges using Trampling Radiance, then unleashes its Trumpet of Judgment to devastate fiends and undead. Against mighty evildoers it employs Smite Evil and flame strike, while supporting companions with mass cure moderate wounds.
Morale The celestial elephant fights with unwavering courage but withdraws only to protect innocents or obey divine command. If reduced below one-quarter its hit points, it takes flight, healing allies with resurrection before returning in radiant fury.
LORE
Knowledge (planes)
DC 25 This immense being is a celestial elephant, an angelic guardian of the upper planes and herald of divine judgment.
DC 30 Its trumpet can annihilate fiends and sanctify battlefields, while its presence brings healing light and serenity.
DC 35 Myths claim the gods forged the first of its kind from thunder during the War of Dawn; their voices still echo when evil rises across the planes.
DESCRIPTION
A celestial elephant stands over 20 feet tall and weighs more than 15 tons. Its skin gleams like polished silver, its eyes burn with dawnfire, and its tusks are inscribed with runes of judgment that pulse with holy light. Each footstep leaves a trail of blossoms or radiant flame that does not burn.
Despite their might, celestial elephants are gentle philosophers, emissaries of gods of mercy and justice. They wander the upper planes in herds that thunder across fields of cloud and gold, answering divine summons when balance is threatened. To behold one descending to the mortal world is to witness both wrath and grace incarnate.
VARIANT: ELEPHANT OF ELYSIUM (CR 17)
These elder beings bear golden feathered wings and can cast sunburst (DC 24) 3/day. Their auras extend 60 feet, and their trumpet can banish evil outsiders as banishment (CL 17th).
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.
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