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Iridescent ElephantCreature 7


UncommonNHugeAnimal
Source Pathfinder #152: Legacy of the Lost God
Perception +11 (scent (imprecise) 30 feet)
Languages none
Skills Athletics +15, Survival +13
Str +7, Dex +0, Con +2, Int -4, Wis +2, Cha +0

AC 21; Fort +16; Reflex +9; Will +14;
HP 110
Speed 40 feet

Tusk One Action +14 (+9, +4) to hit (reach 10) 3d8+7 Piercing
Foot One Action +14 (+9, +4) to hit (reach 10) 2d10+7 Bludgeoning

Scent (Imprecise) 30 feet

Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).

If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.

Glowing Bones One Action (concentrate)

An iridescent animal emits phosphorescent bright light in a 15 feet 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.

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.

Trample Three Actions

Large or smaller, foot, DC 22 basic reflex


The monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure).

Trunk Beam (visual, light)

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.

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.


An iridescent animal is a wild or domesticated animal that has undergone a magical transformation to become a luminescent beast that can glow in the dark and use dazzling light-based powers. Although the effect is glamorous, the life of an iridescent animal is a sad one. The change drastically weakens the animal, diminishing both its strength and its vitality. This effect is desirable for some-particularly the circuses, menageries, and royal courts that typically purchase these glowing beasts-but never for the animal itself. Because the effects of the transformation are so deleterious, the act of creating an iridescent animal is strongly frowned upon by druids and other naturalists, some of whom dedicate their lives to rescuing and fostering these maltreated creatures. The procedure cannot be reversed, and few iridescent animals are fit to live in the wild after the transformation, cementing their lot in life to serve as showy beasts of burden or objects of entertainment and ridicule.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.