Inspired by elephants who occasionally go underground...
CAVE ELEPHANT
NO. APPEARING: 3-30
ARMOR CLASS: 3 (or 5 - see below)
MOVE: 12"
HIT DICE: 9
% IN LAIR: 20%
TREASURE TYPE: Z
NO. OF ATTACKS: 5
DAMAGE/ATTACK: 2-12, 2-12, 1-10, 1-10, 1-8
SPECIAL ATTACKS: Paralyzation, confusion
SPECIAL DEFENSES: None
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average
ALIGNMENT: Neutral
SIZE: L (6' tall, 8' long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
These subterranean creatures have adapted an underground life and have also acquired various means to protect themselves. To dwarves and gnomes they are generally known as 'Iron Eaters'. In fact, Cave Elephants will occasionally co-operate with either in order to find veins of precious metals and stones, although all attempts to domesticate the elephants have ended disastrously, as they are ordinarily bad-tempered.
Cave Elephants will always be encountered in underground places and never venture above ground, being completely blind in natural sunlight. Powerful light sources (such as those created by magic) will confuse them for 1d3 turns. They normally use infravision and a bat-like sonar to find their way in complete darkness, although they can also see normally in low light environments. Their elongated bodies, powerful claws and forearms allow them to navigate confined spaces and also dig through solid stone at 1" per turn and through loam at four times that rate. Powerful teeth enable them to consume rocks, and it is thought that they gain some sustenance from the consumption of iron-bearing rocks. They are adept at locating these and those containing other metals, including precious varieties, as well as rocks bearing precious stones. The elephants seem to possess an unusual interest in gold, electrum and precious stones in any form and thus may seek to acquire them from parties of adventurers or from caches, treasuries, etc within dungeons.
They will usually avoid contact with miners and adventuring parties unless they believe that they can gain from it in some way, either by co-operating or by the use of force. When attacking, steely talons on each forelimb inflict 2-12 points of damage or they can lash out with their trunk to inflict 1-10 points of damage. The tip of the trunk and the tail are both capable of delivering a sting that will incapacitate a victim unless they save vs. paralysation. Trampling a victim with their feet inflicts 1-10 points of damage. The trunk can also grab and crush dwarf-size or smaller victims, inflicting 1-8 points of damage. Lastly, eye-like objects situated below the creature's eyes will cause confusion for 1-6 melee rounds to any intelligent creature who looks at them squarely and fails to save vs magic. They are immune to fire and cold attacks, magical or otherwise.
They will readily attack goblins, orcs and kobolds unless very outnumbered, and will consume any that they kill. Similarly, anyone killed during combat with them will be eaten or taken away to be consumed at some later time, as the elephants are not averse to carrion. Any armour, weapons, possessions, etc will eaten along with the flesh and bones. Only treasure, in the form of coins, gems or items decorated with such, will be spared and taken to the elephants lair. Magical items will only be kept if they are decorated with precious metals or gems.
Cave Elephant lairs have a 50% chance of containing a single 4HD young elephant, as well as the treasure type listed above. Encountering more than 10 Cave Elephants will indicate that a larger lair has been located. 1-4 of these individuals will be 4 HD young. If 20 or more Cave Elephants are encountered, the lair will also contain a single 10' tall 12 HD individual whose attacks deliver 3-18, 3-18, 2-12, 2-12, 1-10 respectively. There will also be 1-10 4HD young.
They have their own language with which they can communicate over great distances, although this cannot normally be heard by other creatures. They can also speak Dwarven and Gnomish, albeit haltingly and with a limited vocabulary. 12 HD individuals may also have a limited grasp of Common. They have superb memories and will recognise anyone they have met previously and can recall past events with ease. Similarly, their hearing is excellent and thus they are only surprised on a roll of 1.
Dwarves and gnomes generally have taboos about using the hide, etc of dead Cave Elephants, given their respect for them. Goblins, orcs and kobolds however will readily attempt to use the hide to reinforce their armour, despite the hide being extremely resistant to working. As such, it is usually only worn by leaders and chieftains and reduces their AC by two points (i.e an armour with AC6 becomes AC4 when reinforced with the hide). The elephant's claws and teeth are repurposed as pickaxes and other mining tools.
Description: Cave
Elephants are various shades of grey or greyish-yellow in colour,
appearing smoother and less wrinkled than their surface dwelling cousins.
Their heads, shoulders, forearms and trunk are dotted with clusters of
darker patches of stone-like concretions and these parts have AC3. The
rearmost part of the animal (an an area midway along the spine and
ending with the rear legs and tail) is generally devoid of such patches
and is AC5. Their claws are blueish-black and resemble tempered steel.
The elephant's undersides and the tips of the trunk and tail are pinkish
grey. It is thought that they live for 350-500 years and there are rumours that their graveyards, hidden deep underground, contain large hordes of treasure.
This is really good. Do you mind if i adapt it to my 5e game?
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