Elephant (CR 2)

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

CR 2: Elephant
    Any elephant
    N Huge animal    
    Init {$init}; Senses Perception (Wis) +4 (Expert +2, 1 rank)    
Defense
    hp 29 (2d8+11)
    DV 9, touch 9, flat-footed 9 (+1 defense, -2 size)
    Fort +6, Ref +3, Will +1    
    DR 4/armor (+2 natural [+2 inherent])                    
Offense
    Speed 60 ft.
    Space 15 ft.; Reach 10 ft.
    Base Atk +1; CMB +12; CMD 22 (26 vs. trip)
    Melee gore +10 (3d4+13 [37/25]), slam +10 (2d4+13 [29/21])
    Melee gore +9 (3d4+16 [40/28]), slam +9 (2d4+16 [32/24]); power attack    
    Special Attacks trample (2d4+13; DC 20)            
Statistics
    Abilities Str 28, Dex 10, Con 17, Int 2, Wis 12, Cha 7
    Feats Endurance, Toughness
    Racial Feats Improved Natural Armor    
    Skills
Acrobatics (Dex) +0 (0 ACP, Novice +0)
Appraise (Int) -4 (Novice +0)
Artistry (Int) -4 (Novice +0)
Autohypnosis* (Wis) — (Novice +0)
Bluff (Cha) -2 (Novice +0)
Climb (Str) +10 (0 ACP, Skilled +1)
Craft () (Int) -4 (Novice +0)
Diplomacy (Cha) -2 (Novice +0)
Disable Device* (Dex) — (0 ACP, Novice +0)
Disguise (Cha) -2 (Novice +0)
Escape Artist (Dex) +0 (0 ACP, Novice +0)
Fly (Dex) +0 (0 ACP, Novice +0)
Handle Animal* (Cha) — (Novice +0)
Heal (Wis) +1 (Novice +0)
Intimidate (Cha or Str) +10 (Skilled +1)
Knowledge* () (Int) — (Novice +0)
Linguistics* (Int) — (Novice +0)
Lore* (Int) — (Novice +0)
Perform () (Cha) -2 (Novice +0)
Profession* () (Wis) — (Novice +0)
Ride (Dex) +0 (0 ACP, Novice +0)
Sense Motive (Wis) +1 (Novice +0)
Sleight of Hand* (Dex) — (0 ACP, Novice +0)
Spellcraft* (Int) — (Novice +0)
Stealth (Dex) +0 (0 ACP, Novice +0)
Survival (Wis) +4 (Expert +2, 1 rank)
Swim (Str) +10 (0 ACP, Skilled +1)
Truespeak* (Int) — (Novice +0)
Use Magic Device* (Cha) — (Novice +0)
    Languages None    
    Possessions 175 gp worth of treasure.    

Racial Traits


Standard Traits

  • CR: 2 (58 CP)
  • Hit Dice: d8 (0 CP)
  • Alignment: N
  • Type: Elephants are animals.
  • Size: Elephants are Huge creatures, and gain +4 Strength, -4 Dexterity, +2 Constitution, -2 size penalty to attack rolls, +2 size bonus to CMB and CMD, -2 size penalty to DV, -4 size penalty to Fly, -8 size penalty to Stealth, creature's space increases to 15 ft., reach increases to 10 ft., and speed to 50 ft, height is doubled, weight is multiplied by 8. (5 CP)
  • Speed: Elephants have a base speed of 60 ft.
  • Ability Score Adjustment: +11 Strength, +3 Dexterity, +2 Constitution, -5 Intelligence, +1 Wisdom (29 CP)

Defense Racial Traits

  • Four-Legged: Elephants have two pairs of legs, gaining a +4 bonus to CMD vs. trip, and increasing their base speed by 10 feet (already calculated in the wolf's speed above). (2 CP)
  • Natural Armor: Elephants have a natural armor bonus equal to their total Hit Dice. (2 CP)
  • Saving Throws: Elephants have good Fortitude and Reflex saving throw bonuses. (4 CP)

Feat and Skill Racial Traits

  • Class Skills: Elephants gain the following as class skills: Climb, Intimidate, Perception, Survival, and Swim. (5 CP)
  • Skill Ranks: Elephants gain 2 + Intelligence modifier skill ranks per Hit Die. (0 CP)

Offense Racial Traits

  • Base Attack Bonus: Elephants have medium base attack bonus progression. (0 CP)
  • Gore: Elephants have a gore natural attack that deals 3d4 points of damage. At 7th Hit Dice, and every 7 HD after, the bite's damage increases by 1 size. (2 CP)
  • Slam: Elephants have a slam natural attack that deals 2d4 points of damage. At 7th Hit Dice, and every 7 HD after, the bite's damage increases by 1 size. (2 CP)
  • Trample: Elephants have the trample special attack. (4 CP)

Senses Racial Traits

  • Low-Light Vision: Elephants can see twice as far as humans in conditions of dim light. At 7th Hit Die, they can see three times as far, four times as far at 14th HD, and so on every 7 HD after. (1 CP)
  • Scent: Elephants have the scent ability. (3 CP)

Other Racial Traits

  • Armless: Elephants do not have arms or hands. (-2 CP)
  • Trunk: Elephants possess a trunk that is long and flexible enough that it can be used to carry objects. It cannot wield weapons, but it can retrieve small, stowed objects carried on the creature and draw a weapon of the creature's size or smaller as a simple action. (1 CP)
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