Actions/Abilities/Traits: D&D 5e
Attributes
Strength: 19
Dexterity: 10
Constitution: 18
Intelligence: 10
Wisdon: 16
Charisma: 12
Saving Throws
Saving Throw Bonuses
Strength: +8
Consitution: +8
Skills
perception: +7
Offense
Barbed Trunk
Circumstance: Melee
8 to hit, reach 10 ft., one target. (2d8 + 4) piercing damage plus 13 (2d12) poison damage. If the target is a Medium or smaller creature, it has the grappled condition (escape 14). Until this grapple ends, the target has the restrained condition. While it is grappling a creature, the maelephant can't use its barbed trunk to attack other creatures.
Offense
Glaive
Circumstance: Melee
8 to hit, reach 10 ft., one target. (2d10 + 4) slashing damage.
Action
Multiattack
The maelephant makes one Barbed Trunk attack and two Glaive attacks.
Action
Mind Poison {@recharge 5}
The maelephant expels poisonous gas from its trunk in a 60-foot cone. Each creature in that area must make a 16 Constitution saving throw. On a failed save, a creature takes 39 (6d12) poison damage and has the poisoned condition. While poisoned in this way, the creature loses all weapon and skill proficiencies, it can't cast spells, it can't understand language, and it has disadvantage on Intelligence saving throws. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, the target takes half as much damage only and is immune to this maelephant's Mind Poison for 24 hours.
Trait
Magic Resistance
The maelephant has advantage on saving throws against spells and other magical effects.
Trait
Passive Perception
17
Items
glaive
Immunities
Damage Immunities
poison
Immunities
Condition Immunities
frightened
poisoned
Resistances
acid
fire
lightning
Senses
darkvision 120 ft.
Languages
Infernal
Respected as guardians by villains across the multiverse, maelephants are Fiends with pachyderm-like heads. They can exhale toxic fumes that cause foes to temporarily forget their combat training, spellcasting abilities, and other skills.
Maelephants strike bargains with wicked spellcasters and entities of the Lower Planes, pledging to guard a site or object for decades. The Fiends fulfill their end of the bargain with unwavering loyalty, steadfastly tending to their posts per the terms of their agreement.
5e Tools
Actions/Abilities/Traits: D&D 5e
Actions/Abilities/Traits: D&D 5e (Maelephant Nomad)
Attributes
Strength: 22
Dexterity: 11
Constitution: 18
Intelligence: 14
Wisdon: 17
Charisma: 15
Saving Throws
Saving Throw Bonuses
Strength: +11
Consitution: +9
Skills
athletics: +16
insight: +8
intimidation: +7
perception: +8
Offense
Claw
Circumstance: Melee
11 to hit, reach 5 ft., one target. (2d10 + 6) slashing damage.
Offense
Trunk
Circumstance: Melee
11 to hit, reach 10 ft., one target. (3d6 + 6) piercing damage. If the target is a Medium or smaller creature, it has the grappled condition (escape 18). Until this grapple ends, the target has the restrained condition. While it is grappling a creature, the maelephant can't use its Trunk attack against other creatures.
Action
Multiattack
The maelephant makes two attacks using its Claw, Trunk, or a combination of the two.
Action
Noxious Breath {@recharge 5}
The maelephant releases a cloud of noxious gas. All creatures in a 30-foot cone in front of the maelephant must make a 16 Constitution saving throw. Targets take 42 (12d6) acid damage on a failed save, or half as much damage on a successful one. In addition, on a failed save, the creature's Intelligence and Charisma scores become 1. The creature can't cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them. A feebled creature can repeat the save every minute, ending the effect on a success.
Bonus Action
Reckless Charge
The maelephant moves up to 40 feet towards a creature it can see and if it moves at least 20 feet in a straight line, it may make a Claw attack. On a hit, the target takes an additional 14 (4d6) force damage and has the prone condition.
Reaction
Defensive Stance
As a reaction to taking damage, the maelephant enters a defensive stance until the end of its next turn. While in a defensive stance, the maelephant moves at half speed and can't take bonus actions, but its AC increases by 5.
Trait
Magic Resistance
The maelephant has advantage on saving throws against spells and other magical effects.
Trait
Regenerative
At the start of its turn, if the maelephant has less than half its hit points, it regenerates 20 hit points. This trait doesn't function if the maelephant starts its turn with less than 1 hit point.
Trait
Passive Perception
18
Immunities
Condition Immunities
frightened
poisoned
Resistances
acid
fire
lightning
bludgeoning (from nonmagical attacks)
piercing (from nonmagical attacks)
slashing (from nonmagical attacks)
Senses
blindsight 30 ft.
darkvision 120 ft.
Languages
Common
Infernal
Maelephant
Created with the sole purpose of protection, maelephants are the most loyal of the devils. They eschew personal possessions, dreams, and goals, and find happiness in the completion of their duty. While other devils may view them as simple and unintelligent, many recognize the importance and utility of maelephants. Infernal and common are often spoken languages, but maelephants also maintain their own unique language, which they use exclusively in communication with others of their kind.
Elephantine Warriors
As their name would suggest, maelephants share many physical features with elephants. They stand on two legs, but have an elephant-like head and legs. Their trunk usually ends in a sharp spike, and their hands and feet are both clawed. When threatened, maelephants emit a cloud of toxins that cause brain damage and memory loss.
Driven by Duty
Despite them being lower-ranked devils, their position as trustworthy guardians makes other lower devils respect maelephants. When not under active duty or protecting something, a maelephant might aimlessly wander the layers searching for a new charge. Some of these nomads wander many years before finally ending their search.
5e Tools
Actions/Abilities/Traits: D&D 5e (Maelephant Nomad)