Elephant
Elephants_zps6ddd44f5.jpg

These thick-skinned animals bear large ivory tusks flanking a long, prehensile snout.
Elephant CR 7

N Huge animal
Init +0; Senses low-light vision, scent; Perception +21

DEFENSE

AC 17, touch 8, flat-footed 17 (+9 natural, –2 size)
hp 93 [115] (11d8+44[46])
Fort +13, Ref +7, Will +6
SR 12
Celestial - Resist Acid, Cold, and Electricity 10 Damage reduction 10/evil
Fiendish - Resist Cold and Fire 10 Damage reduction 10/good

OFFENSE

Speed 40 ft.
Melee gore +16[18] (2d8+10)[2d8+12], slam +16[18] (2d6+10)[2d6+12]
Space 15 ft.; Reach 10 ft.
Special Attacks trample (2d8+15[2d8+17]; DC 25[27])

STATISTICS

Str 30[34], Dex 10, Con 19[23], Int 2, Wis 13, Cha 7
Base Atk +8; CMB +20[22]; CMD 30 [32](34 [36]vs. trip)
Feats Endurance, Great Fortitude, Improved Bull Rush, Iron Will, Power Attack, Skill Focus (Perception)
Skills Perception +21

SPECIAL ABILITIES

Smite evil/good
1/day as a swift action (adds CHA bonus (+0) to attack rolls and damage bonus equal to HD (+1) against evil/good foes; smite persists until target is dead or the celestial/fiendish creature rests).

Augment Summoning: Items in brackets [] represent the spell being cast by a character with the Augment Summoning feat.

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