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Indra

Originally Posted by Green Giant of the Wizards Community forums.

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 "Painting of Indra on his elephant mount, Airavata. Painted in South India (probably Thanjavur or perhaps Tiruchchirapalli)
“Painting of Indra on his elephant mount, Airavata. Painted in South India (probably Thanjavur or perhaps Tiruchchirapalli)

Indra
The First Ruler
Intermediate Diety
Symbol:
White elephant
Home Plane: Swarga
Portfolio: Weather, storms, battle
Worshipers: Singhs (fighters), yavana (barbarians)
Cleric Alignments: CE, CN, NE
Domains: Air, Chaos, Evil, Storm, War, Weather
Favored Weapon: greatsword

Indra, also known in earlier Vedic times as Parjanya, is the god of the atmosphere, storms, and battle. He is the embodiment of aggressive action, a great lover of war, and was the leader of the Vedic gods when the Aryans first entered India. Indra always watches any battle with great interest, and often cannot resist sending his avatar down to participate on the side which has shown him the most favor. He has the power to raise those slain in battle, as well as complete control over anything occurring in the air, such as storms, rain, wind, and especially thunder and lightning. Indra’s true form is that of a muscular man with unusually long arms and red skin. His celestial abode is located atop Mount Meru, but he is more often seen riding through the air on his huge white elephant.

Dogma

Clergy and Temples

Priests of Indra are expected to take an active part in many battles and must never shy away from a chance to engage in combat.

Indra
fighter 20/Shaman 20
Medium-Size outsider (Chaos, Evil)
Divine Rank15
Hit Dice20d8+220 (outsider) plus 20d10+220 (fighter) plus 20d6+220 (Shaman) (1,140 hp)
Initiative+13 (+9 Dexterity, +4 Improved Iniative)
Speed60 ft.
AC82 (+9 Dexterity, +15 divine, +28 natural, +10 armor [+5 lamellar], +10 deflection) touch 44, flat-footed 73
Base
Attack/Grapple
+40/+72
Attack+5 crazed flaming burst unholy greatsword +81 melee; or +5 distance seeking shocking burst thundering composite [+17] longbow with +5 arrows +70 ranged; or unarmed strike +72 melee; or spell +72 melee touch or +64 ranged touch
Full Attack+5 crazed flaming burst unholy greatsword +81/+76/+71/+66 melee; or +5 distance seeking shocking burst thundering composite [+17] longbow with +5 arrows +70/+65/+60/+55 ranged; or unarmed strike +72/+67/+62/+57 melee; or spell +72 melee touch or +64 ranged touch
Damage+5 crazed flaming burst unholy greatsword 2d6+38 plus 1d6 fire/17-20; or +5 distance seeking shocking burst thundering composite [+17] longbow with +5 arrows 1d8+24 plus 1d6 electricity/x3; or unarmed strike 2d6+17; or by spell.
Face/Reach5 ft./5 ft.
Special
Attacks
Rebuke undead (+4 to rebuke checks) 13/day, Domain powers, salient divine abilities, spell-like abilities.
Special
Qualities
Divine immunities, DR 25/epic, fire resistance 20, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 15 miles, remote communication, godly realm, greater teleport at will, plane shift at will, animal companion as druid, spirit sight, spirits’ favor, SR 37, divine aura (1,500 ft., DC 35).
SavesFort +68, Ref +66, Will +65
AbilitiesStrength 44, Dexterity 28, Constitution 32, Intelligence 26, Wisdom 26, Charisma 30
Skills*Appraise +35, Climb +41, Concentration +40 (+4 when casting defensively), Craft (armorsmithing) +50, Craft (blacksmithing) +50, Craft (weaponsmithing) +50, Diplomacy +46, Handle Animal +40, Heal +35, Iaijutsu Focus +60, Intimidate +60, Jump +41, Knowledge (Arcana) +40, Knowledge (architecture and engineering) +40, Knowledge (history) +40, Knowledge (local) +40, Knowledge (nature) +60, Knowledge (nobility and royalty) +40, Knowledge (religion) +40, Knowledge (the planes) +35, Listen +35, Profession (commander) +60, Ride (elephant) +49, Search +35 (+4 with hidden or secret doors), Sense Motive +35, Spellcraft +44, Spot +35, Survival +40 (+2 other planes and to find or follow tracks; +6 above ground), Swim +41. *Always receives a 20 on checks.
FeatsBlind-Fight, Cleave, Combat Casting, Combat Expertise, Combat Reflexes, Craft Magic Arms and Armor, Devastating Critical, Divine Might, Divine Vigor, Dodge, Endurance, Empower Spell, Enlarge Spell, Epic Weapon Focus (greatsword), Epic Weapon Specialization (greatsword), Far shot, Glorious Weapons, Great Cleave, Great Ki Shout, Greater Weapon Focus (greatsword), Greater Weapon Specialization (greatsword), Improved Critical (greatsword), Improved Iniative, Improved Unarmed Strike, Ki Shout, Mobility, Mounted Archery, Mounted
Combat
, Overwhelming Critical, Point Blank Shot, Quicken Spell, Spring Attack, Stunning Fist, Weapon Focus (greatsword), Weapon Focus (longbow), Weapon Specialization (greatsword), Weapon Specialization (longbow), Whirlwind Strike
Divine
Immunities
Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, Paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment.
Salient Divine AbilitiesAlter Reality, Alter Size, Annihilating Strike, Avatar, Battlesense, Divine Armor Mastery, Divine Battle Mastery, Divine Blast, Divine Shield, Divine Weapon Mastery, Energy Storm (electricity), Extra Domain (Air), Extra Domain (Evil), Extra Domain (Weather), Hand of Death, Irresistible Blows (greatsword), Life and Death, Power
of Nature
Domain
Powers
13/day turn or destroy earth creatures, or rebuke or command air creatures; cast chaos spells at +1 caster level; cast evil spells at +1 caster level.
Spell-like AbilitiesIndra uses these abilities as a 25th-level caster, except for chaos and evil spells, which he uses as a 26th-level caster. The save DCs are 35 + spell level. air walk, animate objects, Binding Winds, blade barrier, blasphemy, call lightning, chain lightning, call lightning storm, chaos hammer, cloak of chaos, Cloudwalkers, control weather, control winds, create undead, desecrate, Dispel Good, Dispel Law, divine power, Elemental Swarm (air only), Entropic Shield, flame strike, gaseous form, greater whirlwind, gust of wind, ice storm, magic circle against good, magic circle against law, magic vestment, magic weapon, obscuring mist, power word blind, power word kill, power word stun, protection from good, protection from law, shatter, sleet storm, Spiritual Weapon, storm of vengeance, summon monster IX (as an chaos or evil spell only), unholy aura, unholy blight, whirlwind, Wind Wall, word of chaos.
Shaman
Spells/Day
6/8/8/8/8/7/6/6/6/5; base DC = 18 + spell level.

Possessions:

Possessions: Indra uses a +5 greatsword with the crazed, flaming burst, and unholy special abilities. He uses a +5 composite [+17] longbow with the distance, seeking, shocking burst, and thundering special abilities with +5 arrows. He also wear a suit of +5 lamellar that provides continual protection from arrows.

Other Divine Powers

As an intermediate deity, Indra automatically receives a die result of 20 on any check. He treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal.

Senses: Indra can see, hear, touch, and smell at a distance of fifteen miles. As a standard action, he can perceive anything within fifteen miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to ten locations at once. He can block the sensing power of deities of her rank or lower at up to two remote locations at once for 15 hours.

Portfolio sense: Indra senses any storm as well as any battle the instant it happens and retains the sensation for fourteen weeks after the event occurs.

Automatic actions: Indra can use Craft (armorsmithing), Craft (weaponsmithing), Iaijutsu Focus, Intimidate, Knowledge (nature), and Profession (commander) as a free action if the DC for the task is 25 or lower. He can perform up to ten such free actions each round.
Create Magic Items: Indra can create any kind of magic weapon or armor as well as any magic item that controls the weather or protects the user from the weather, as long as the item’s market price does not exceed 200,000 gp.

Avatars

Indra’s avatar takes the form of a red-skinned warrior with gangling arms.

Avatar of Indra: As Indra except divine rank 7; Spd 60 ft.; AC 66 (touch 36, flat-footed 57); Base Atk +40; Grp +64; Atk +73 melee (2d6+38 plus 1d6 fire/19-20, +5 crazed flaming burst unholy greatsword), or +61 melee (1d8+24 plus 1d6 electricity/x3, +5 distance seeking shocking burst thundering composite [+17] longbow with +5 arrows), or +64 melee (2d6+17, unarmed strike), or spell +64 melee touch or +56 ranged touch; Full Atk +73/+68/+63/+58 melee (2d6+38 plus 1d6 fire/19-20, +5 crazed flaming burst unholy greatsword), or +61/+56/+51/+46 melee (1d8+24 plus 1d6 electricity/x3, +5 distance seeking shocking burst thundering composite [+17] longbow with +5 arrows), or +64/+59/+54/+49 melee (2d6+17, unarmed strike), or spell +64 melee touch or +56 ranged touch; SQ DR 20/epic, fire resistance 12, SR 39, divine aura (700 ft., DC 26); SV Fort +60, Ref +58, Will +57; all skill modifiers reduced by 8.

Salient Divine Abilities: Alter Reality, Alter Size, Divine Armor Mastery, Divine Blast, Divine Shield, Extra Domain (Air), Extra Domain (Evil), Extra Domain (Weather), Power of Nature

Spell-like Abilities: Caster level 17th; saving throw DC 26 + spell level.

Sources: Legends and Lore (2E), On Hallowed Ground (2E), PHB 3.5, DMG 3.5, MM 3.5, Oriental Adventures (3E), Player’s Guide to Faerun (3.5E), Deities and Demigods (3E), Epic Level Handbook (3E), Complete Divine (3.5E), Complete Warrior (3.5E), Arms and Equipment Guide (3E), and Dragon Magazine #318 (3.5E).

Airavata

Indra (alias Sakra) and Sachi Riding the five-headed Divine Elephant Airavata, Folio from a Jain text, Panchakalyanaka (Five Auspicious Events in the Life of Jina Rishabhanatha [Adinatha]), circa 1670-1680, Painting in LACMA museum, originally from Amber, Rajasthan
Indra (alias Sakra) and Sachi Riding the five-headed Divine Elephant Airavata, Folio from a Jain text, Panchakalyanaka (Five Auspicious Events in the Life of Jina Rishabhanatha [Adinatha]), circa 1670-1680, Painting in LACMA museum, originally from Amber, Rajasthan

In Hinduism, Airavata is a white elephant who carries Lord Indra.

According to the Ramayana, his mother was Iravati.

According to the Matangalila, Airavata was born when Brahma sang sacred hymns over the halves of the egg shell from which Garuda hatched, followed by seven more male and eight female elephants. Prithu made Airavata king of all elephants. One of his names means “the one who knits or binds the clouds” since myth has it that these elephants are capable of producing clouds.

The eight guardian deities who preside over the eight points of the compass each sits on an elephant.Each of these deities has an elephant that takes part in the defense and protection of its respective quarter. Chief among them is Airavata of Indra. He is also called ‘Ardha-Matanga’, meaning “elephant of the clouds”; ‘Naga-malla’, meaning “the fighting elephant”; and ‘Arkasodara’, meaning “brother of the sun”. ‘Abharamu’ is the elephant wife of Airavata. Airavata has four tusks and seven trunks and is spotless white.

The connection of elephants with water and rain is emphasized in the mythology of Indra, who rides the elephant Airavata when he defeats Vritra. This mighty elephant reaches down his trunk into the watery underworld, sucks up its water, and then sprays it into the clouds, which Indra then causes to rain forth cool water, thereby linking the waters of the sky with those of the underworld. Airavata also stands at the entrance to Svarga, Indra’s palace.

There is a reference to Airavata in the Bhagavad Gita:

“Of horses, know Me to be the nectar-born Ucchaisravas; of lordly elephants, Airavata and of men, the monarch.” (Chapter 10, Verse 27)

Originally Posted by fafnir300 of the Worlds of Imagination forums.

On this Thread

Before you stands a pure white elephant. It has 2 massive trunks and four golden tusks. It is decorated by a golden saddle, with a throne upon it. On this throne, is the god Indra. This is Airavata, the mount of Indra.

Airavata is the loyal mount of Indra. He has fought, with Indra, every evil creature imaginable, especially the evil Asura. Using his 2 massive trunks, Airavata can shoot water into the air and produce rain. He can also fly.

Airavata is 25 ft. long, from trunk to tail, and weighs 10 tons.

Airavata

(Hugemagical beast, good, neutral

HD36d10 + 360 (558 hp)
Initiative+7 (+4 initiative)
Speed40ft., fly 120ft.(perfect)
AC48 (+5 deflection, + 3 Dexterity, + 32 natural, – 2 size) touch 18, flat-footed 45
BAB/ Grapple+36/+64
Attack1 tusk + 54 melee (3d8 + 20), 1 stomp + 49 melee (2d8 + 10), 1 trunk + 49 melee (2d8 + 10)
Full attack4 tusks + 54 melee (3d8 + 20), 2 stomps + 54 melee (2d8 + 10), 2 trunks + 54 melee (2d8 + 10)
Space/reach15ft./15ft.
Special
attacks
Constrict
6d8+30, Improved grab, Pure Rain, Trample, Water Jet
Special
qualities
Darkvision 120 ft., DR 25/ epic and adamantine, Fast healing 15, immune to enchantments, acid, cold, electric, fire energy resistance 30, SR 43
SavesFort + 34, Ref + 23, Will + 21
AbilitiesStrength 50, Dexterity 16, Constitution 30, Intelligence 14, Wisdom 13, Charisma 20,
SkillsBalance +13, Bluff + 15, Heal +24, Intimidate +35, Listen +12, Search +12, Spot +11, Swim+35
FeatsAwesome Blow, Cleave, Combat Expertise, Dodge, Flyby Attack, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Initiative, Improved Overrun, Mobility, Power Attack, Spring Attack, Whirlwind Attack
Epic FeatsDire Charge, Epic Fortitude, Improved Darkvision, Improved Whirlwind Attack ,
EnvironmentSwarga
OrganizationSolitary (unique) or with Indra
CR32
TreasureTriple Standard
AlignmentNeutral Good
Advancement37 – 67 HD(huge)
Level
adjustment

Combat

Airavata is an able fighter. He usually gores his foes to death. Against strong foes, Airavata employs his Water Jet ability. When allied with a group of good creatures, Airavata uses Pure Rain to heal the wounds of his companions.

Constrict (Ex): Airavata deals 6d8 + 30 points of damage with a successful grapple check.

Improved grab (Ex): When Airavata attacks with one of its trunks, he can attempt to start a grapple as a free action without provoking an attack of opportunity. If successful, he establishes a hold and can constrict.

Pure Rain (Su): Airavata’s trunks possess an infinite a mount a celestial water. As a standard action, Airavata raises both its trunks and shoots water into the sky. The next round the water falls from the sky as rain in a 200ft. radius. This rain lasts for 5 rounds. Those of good alignment are immediately heal as if by a heal spell cast by a 36th level caster. Also they gain fast healing 10 for the next 5 rounds. Those of evil alignment, caught within the radius, take 6d6 points of holy damage, per round until the duration of the ability ends.

Trample (Ex): Airavata can run twice its normal speed and run over any creature smaller than itself. It deals damage equal to Slam damage + 1 ½ times his Strength modifier. While using this ability, he provokes an attack of opportunity. Reflex save DC (48) halves damage. This ability is Strength based.

Water Jet (Su): Airavata lifts up its trunks and shoots out water, dealing damage and stunning foes. This ability has a range of a 60ft cone and deals 20d8 points of bludgeoning damage. Reflex save DC (31) halves damage. This ability is Dexterity based. The target must then make a Fortitude save DC (48) or be stunned, by the stinging waters, for 1 round.

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