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Iridescent Elephant

Creature 7 (uncommon) — animal

Pre-Remaster content. May include legacy alignment.

CrasherAnvilLANDanimal

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-bu

Source: extinction-curse-bestiary (Pre-Remaster)

Perception +11; scent (imprecise) 30 feet
Skills athletics +15, survival +13
Str
+7
Dex
+0
Con
+2
Int
-4
Wis
+2
Cha
+0
AC 21 Fort +16 Ref +9 Will +14
HP 110
Speed 40 feet

Offense

Melee Tusk (reach-10, unarmed) +14, Damage 3d8+7 piercing
Melee Trunk (reach-15) +16, Damage 1d4 bludgeoning plus Grabbing Trunk
Melee Foot (reach-10, unarmed) +14, Damage 2d10+7 bludgeoning plus Color Splash

Abilities

Glowing Bones (concentrate) — An iridescent animal emits phosphorescent bright light in a 15-foot emanation{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 Off-Guard until the beginning of the elephant's next turn.
Trample — Large or smaller, foot, DC 22 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 (light, visual) — 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.

WORKS WELL WITH

WeaverLANDA Weaver herds enemies into formations that maximize the elephant's Trample and Trunk Beam lines.
SniperLANDA Sniper picks off enemies disoriented by Color Splash from outside the elephant's reach.
MenderLANDA Mender sustains the elephant through damage drawn by its aggressive area-control presence.

PUNISHES

✖ clumping
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder #152: Legacy of the Lost God.

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