Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Color Splash
(visual) When the iridescent elephant stomps its foot, a bright, disorienting burst of light pulses through its leg. Each creatures adjacent to the iridescent elephant when it makes a foot Strike (regardless of whether or not it hit) must succeed at a DC 24 Will save or be flat-footed until the beginning of the elephant's next turn.
Ability
Glowing Bones
An iridescent animal emits phosphorescent bright light in a 15-foot aura. The animal can suppress this display until the end of its next turn as a single action, which has the concentrate trait. The color of the light is determined by the iridescent animal's creator.
Ability
Grabbing Trunk
A Medium or smaller creature hit by the elephant's trunk is grabbed. If the elephant moves, it can bring the grabbed creature along with it.
Ability
Trample
Large or smaller, foot, DC 22
Ability
Trunk Beam
Frequency: once per day
Effect: The iridescent elephant blasts a beam of light from its trunk in a 30-foot line. Each creature in the area must attempt a DC 22 Fortitude save. Critical Success The creature is unaffected.Success The creature is dazzled for 1 round.Failure The creature is blinded for 1 minute.Critical Failure The creature is blinded permanently.
Offense
Melee
Circumstance: combat round (melee)
tusk +14 [+9/+4] (reach 10 feet), Damage 3d8+7 piercing
Trait
Animal
An animal is a creature with a relatively low intelligence. It typically doesn't have an Intelligence ability modifier over -4, can't speak languages, and can't be trained in Intelligence-based skills.
Perception
scent (imprecise) 30 feet