Friday, June 21, 2013

Frightful Fridays! Chthonian Elephant

I apologize for last week's lack of monster, but I had a few looming deadlines that I had to clear. I'm back this week, though, and I will blame Heath for this week's monster. He threw the gauntlet at me (made of adamantine, so it stung) and requested something in the CR 15 to 19 range. If I had to guess, he has plans for the monster.

I hope you enjoy the chthonian elephant, and I think Flash will be back on Sunday with a new shield item. I will return on Friday with a new monster or several to make up for lost time. Thanks for reading!

This mighty elephant has numerous tentacles where its trunk should be, and the trumpeting from each of the tentacles creates a maddening cacophony.
Chthonian Elephant CR 16
XP 76,800
CE Colossal aberration
Init -2; Senses Perception +38

AC 32, touch 0, flat-footed 32 (-2 Dex, -8 size, +32 natural)
hp 252 (24d8+144); regeneration 10 (electricity)
Fort +14, Ref +6, Will +19
DR 15/lawful and magic; Immune acid, cold, fire; Resist sonic 20; SR 27

Speed 90 ft.
Melee gore +26 (2d8+16/19-20) and 4 tentacles +21 (1d6+8 plus grab)
Space 30 ft.; Reach 20 ft.
Special Attacks blasting trumpet, constrict (1d6+16), disrupting trumpet, grab, trample (3d6+24; DC 38), trumpet of doom, trumpet of madness
Spell-Like Abilities (CL 24th; concentration +26)
Constant—displacement (self only)

Str 42, Dex 6, Con 23, Int 13, Wis 20, Cha 15
Base Atk +18; CMB +42 (+44 bull rush, +46 grapple, +44 sunder); CMD 50 (52 vs. sunder, 54 vs. trip)
Feats Critical Focus, Flanking Foil, Improved Bull Rush, Impaling Critical (gore), Improved Critical (gore), Improved Impaling Critical (gore), Improved Sunder, Intimidating Prowess, Power Attack, Skill Focus (Perception), Staggering Critical, Stunning Critical
Skills Acrobatics -2 (+22 jump), Intimidate +45, Knowledge (planes) +25, Perception +38, Sense Motive +29, Spellcraft +28, Stealth -18
Languages Aklo, Common; telepathy (60 ft.)

Environment any terrestrial
Organization solitary
Treasure incidental

Special Abilities
Blasting Trumpet (Su) As a move action or part of a move action, a chthonian elephant can unleash a blast of pure sonic destruction, dealing 12d6 sonic damage in a 60-foot cone (Reflex DC 28 for half). The elephant must wait 1d4 rounds before using its blasting trumpet again. The save DC is Constitution-based.
Disrupting Trumpet (Su) The disrupting trumpet is the loudest and most resonant of a chthonian elephant's trumpets. As a full-round action, a chthonian elephant creates a disruption field covering a 90-foot radius around the elephant that duplicates the effects of an area dispel from greater dispel magic. Additionally, spellcasters within 90 feet of the elephant must succeed at a DC 24 concentration check when casting spells until the beginning of the elephant's next turn. The elephant must wait 2d4 rounds before using disrupting trumpet again.    
Grab (Ex) A chthonian elephant has 6 tentacles with which it can grab opponents. It grabs the first 2 with tentacles that cannot trumpet, but for each opponent after the second, it must give up one of its trumpet abilities.
Trumpet of Doom (Su) As a move action or part of a move action, a chthonian elephant looses a low-pitched, mournful sound that seems to jar the very souls of creatures within 60 feet of the elephant. Those within range must succeed at a DC 24 Will save or become shaken. Creatures that successfully save against this trumpet cannot be affected by the same elephant's trumpet of doom for 24 hours. The save DC is Charisma-based.
Trumpet of Madness (Su) A chthonian elephant can take a move action or part of a move action to blare a discordant noise that affects all creatures within 30 feet of the elephant. Creatures within range must succeed at a DC 24 Will save or be affected as if targeted by insanity. The elephant must wait 1d4 rounds before using trumpet of madness again. The save DC is Charisma-based.

Scholars do not know whether a creature of pure madness reached out and transformed an elephant into a chthonian elephant or the creature arbitrarily decided to take an elephant's shape itself. Whatever actually happened, the presence of a chthonian elephant presages death, destruction, and insanity on an enormous scale. The creature stands 30 feet tall and weighs 3 tons.

A chthonian elephant is a fairly straightforward fighter, and it uses its various trumpets to soften up foes before crushing, impaling, or squeezing them to death. The elephant tries to trample as large a group as possible at first and then sets about goring foes with its massive tusks and grabbing opponents with its many trumpeting tentacles. The creature has no need to eat, so it usually leaves the broken corpses behind as it travels to the location of its next slaughter.

The yih have a special interest in chthonian elephant sightings, as their legends refer to many-trunked demons that massacred entire primitive yih tribes.

Chthonian Elephant Ivory
Chthonian elephant tusks carry the elephant's madness far after the elephant has perished, but they are extremely valuable, which lures an elephant's killer into taking them. An intact tusk is worth 10,000 gp, but someone with 10 ranks in an appropriate Craft skill (alchemy, sculptures, etc.)  can split the tusk apart into 20 chunks worth 500 gp each. The tusk's (or partial tusk's) owner is afflicted with a curse while he possesses the material. Curing the owner of the curse does not remove the cursing property from the ivory; if the ivory comes into another character's possession, the curse afflicts the new owner.

Chthonian Ivory Curse
Type curse; Save Will DC 24 + 1 for every 1,000 gp worth of chthonian ivory (minimum 0)
Frequency 1/day
Effect 1d6 Wis damage (at 0, the character is permanently insane and cannot be cured short of a miracle or wish); Effect continuous -8 penalty on Diplomacy and Sense Motive checks; this effect persists even if the victim makes his daily Will save


  1. Cool. The cursed ivory is a particularly nice touch.

  2. This is a great one, Mike! Definitely an item and effect that could be at the core of an adventure. "Why has Lord Delevan suddenly gone mad? Was he poisoned? Is he possessed? Could it have something to do with the collection of strange artifacts he recently acquired from a political rival who has fallen on hard times?"