Jag gjorde den här. Ska bara ge han lite skatter (har inte bestämt än vad) och kanske en swallow-whole förmåga (i hans mage finns en portal som skickar en till limbo). Ni kan få komma med förslag och sånt. Han kanske ska vara huge förresten, inte bestämt än.
Elephantor
Half-Fiend Elephant CR 10
DESCRIPTION:
This large creature looks like an elephant walking on it's hind legs like a humanoid. It's eyes are kept shut and in the middle of it's forehead, a huge diamond is pulsating with a red glow. The creature is dressed in luxurous satin and silk garments and covered in golden jewelry. It's tusks end in gloriously ornamented golden orbs that crackle with electricity.
When you look closer, you can see that the creatures' clothes are bulging with living creatures, and you can see metallic green scarabs crawling out of the sleeves and openings in the satin drapings. On top of the elephant creatures' head sits a spectral monkey with it's legs crossed, palms facing upwards and eyes closed. The monkey is wearing a purple robe and on it's head sits a diamond tiara.
NE Large outsider
Init +2; Senses Perception +3
DEFENSE
AC 18 FF 16 Touch 10 (-2 size, +2 Dex , +8 natural)
hp: 115 (11d8+66)
Fort +13 Ref +9 Will +6
OFFENSE
Speed 40 ft.
Melee gore +21 (2d8+12), slam +20 (2d6+12)
Space 10 ft.; Reach 15 ft.
Special Attacks THUNDERSTOMP (2d8+18, DC 25)
STATISTICS
Str 34(+12), Dex 14(+2), Con 23(+6), Int 6(-2), Wis 13(+1), Cha 9(-1)
Base Atk +8; CMB +22; CMD 34
Feats: Alertness, Endurance, Iron Will, Skill Focus(Listen), Total Feats 6
Skills: Perception +3, Sense Motive +8.5, Skill Points 11 Racial Bonuses
Languages: Languages
ECOLOGY
Environment: the bridge of Babin Most
Organization: Solitary
Treasure: null
SPECIAL ABILITIES
Low-light vision(Ex):
scent(Ex):
Damage Reduction(Su): 5/magic
Cold Resistance(Ex): 10
Fire Resistance(Ex): 10
Darkvision(Ex): Darkvision up to 60ft.
Smite good(Su): 1/day Elephantor can smite a good foe and add an additional 11 damage(based on HD) to the attack. If the smite is used against a foe that is not good it adds no additional damage but the smite is still used for the day.
Immunity to Poison(Ex): Immunities cannot be supressed for beneficial affect.
Spell Resistance(Ex): 21
THUNDERSTOMP: as a full round action, Elephantor can stomp his mighty foot, damaging and stunning neraby enemies.Every creature within 40 ft of Elephantor must make a fortitude save (DC25) or take 2d8+18 sonic damage and become stunned for 1d4 rounds.
SPELL-LIKE ABILITIES:
Trunk of doom
Once per round, as a standard action, Elephantor can use his trunk to release a cone of the following; (determine randomly).
1. Killer wasps, any creature in the area of effect is blinded until the end of Elephantors next turn and takes 1d8 damage (fortitude DC 25 halves damage)
2. Tar, any creature in the area of effect is considered entangled until the end of the encounter (reflex DC 25 negates)
3. Fire, any creature in the area of effect takes 1d6 fire damage. If the creature is covered in tar it instead takes 2d6 fire damage.
4. Sonic, every creature within the area of effect must make a will saving throw (DC25) or become frightened.
5. Scarabs, any creature within the are of effect must make a reflex saving throw (DC25) or get covered in fist-sized red scarabs and take 1d6 physical damage. During the creatures own turn the scarabs explode, dealing 3d10 fire damage and the target is knocked prone.
Rays of fascination
As a full round action, Elephantor can emit rays from his magic diamond, fucking up the mind of every creature within 30 ft that can see the diamond (within 45 degrees of Elephantors facing). A DC29 will save must be taken or the afflicted creature will get one of the following conditions (determine randomly):
1. Paralyzed
2. Confused
3. Shaken
4. Sickened
5. Dazzled
6. Panicked
The afflicted creature may take a DC29 will saving throw during it's turn to negate the condition.
Elephantor
Half-Fiend Elephant CR 10
DESCRIPTION:
This large creature looks like an elephant walking on it's hind legs like a humanoid. It's eyes are kept shut and in the middle of it's forehead, a huge diamond is pulsating with a red glow. The creature is dressed in luxurous satin and silk garments and covered in golden jewelry. It's tusks end in gloriously ornamented golden orbs that crackle with electricity.
When you look closer, you can see that the creatures' clothes are bulging with living creatures, and you can see metallic green scarabs crawling out of the sleeves and openings in the satin drapings. On top of the elephant creatures' head sits a spectral monkey with it's legs crossed, palms facing upwards and eyes closed. The monkey is wearing a purple robe and on it's head sits a diamond tiara.
NE Large outsider
Init +2; Senses Perception +3
DEFENSE
AC 18 FF 16 Touch 10 (-2 size, +2 Dex , +8 natural)
hp: 115 (11d8+66)
Fort +13 Ref +9 Will +6
OFFENSE
Speed 40 ft.
Melee gore +21 (2d8+12), slam +20 (2d6+12)
Space 10 ft.; Reach 15 ft.
Special Attacks THUNDERSTOMP (2d8+18, DC 25)
STATISTICS
Str 34(+12), Dex 14(+2), Con 23(+6), Int 6(-2), Wis 13(+1), Cha 9(-1)
Base Atk +8; CMB +22; CMD 34
Feats: Alertness, Endurance, Iron Will, Skill Focus(Listen), Total Feats 6
Skills: Perception +3, Sense Motive +8.5, Skill Points 11 Racial Bonuses
Languages: Languages
ECOLOGY
Environment: the bridge of Babin Most
Organization: Solitary
Treasure: null
SPECIAL ABILITIES
Low-light vision(Ex):
scent(Ex):
Damage Reduction(Su): 5/magic
Cold Resistance(Ex): 10
Fire Resistance(Ex): 10
Darkvision(Ex): Darkvision up to 60ft.
Smite good(Su): 1/day Elephantor can smite a good foe and add an additional 11 damage(based on HD) to the attack. If the smite is used against a foe that is not good it adds no additional damage but the smite is still used for the day.
Immunity to Poison(Ex): Immunities cannot be supressed for beneficial affect.
Spell Resistance(Ex): 21
THUNDERSTOMP: as a full round action, Elephantor can stomp his mighty foot, damaging and stunning neraby enemies.Every creature within 40 ft of Elephantor must make a fortitude save (DC25) or take 2d8+18 sonic damage and become stunned for 1d4 rounds.
SPELL-LIKE ABILITIES:
Trunk of doom
Once per round, as a standard action, Elephantor can use his trunk to release a cone of the following; (determine randomly).
1. Killer wasps, any creature in the area of effect is blinded until the end of Elephantors next turn and takes 1d8 damage (fortitude DC 25 halves damage)
2. Tar, any creature in the area of effect is considered entangled until the end of the encounter (reflex DC 25 negates)
3. Fire, any creature in the area of effect takes 1d6 fire damage. If the creature is covered in tar it instead takes 2d6 fire damage.
4. Sonic, every creature within the area of effect must make a will saving throw (DC25) or become frightened.
5. Scarabs, any creature within the are of effect must make a reflex saving throw (DC25) or get covered in fist-sized red scarabs and take 1d6 physical damage. During the creatures own turn the scarabs explode, dealing 3d10 fire damage and the target is knocked prone.
Rays of fascination
As a full round action, Elephantor can emit rays from his magic diamond, fucking up the mind of every creature within 30 ft that can see the diamond (within 45 degrees of Elephantors facing). A DC29 will save must be taken or the afflicted creature will get one of the following conditions (determine randomly):
1. Paralyzed
2. Confused
3. Shaken
4. Sickened
5. Dazzled
6. Panicked
The afflicted creature may take a DC29 will saving throw during it's turn to negate the condition.