Teraphant
Creature 9 (uncommon) — beast
Pre-Remaster content. May include legacy alignment.
Source: agents-of-edgewatch-bestiary (Pre-Remaster)
Perception +18
Skills athletics +20, intimidation +18, survival +18
Str
+7
Dex
+1
Con
+5
Int
-2
Wis
+3
Cha
+3
AC 27
Fort +20
Ref +14
Will +18
HP 175
Speed 45 feet
Offense
Melee Horn +20, Damage 3d6+9 piercing
Melee Trunk +20, Damage 1d4 bludgeoning
Melee Foot +20, Damage 3d10+9 bludgeoning
Abilities
Emotion Sense 120 feet (emotion, mental) — A teraphant can sense the emotions of creatures within 120 feet as an imprecise sense. Emotion sense is a precise sense against creatures under an emotion effect. A creature under the effects of Calm can't be noticed via emotion sense.
Empathetic Response —
Impale — Requirement The teraphant has a creature Grabbed
Effect The teraphant slams the creature onto one of its horns. The target must attempt a DC 27 Reflex save or suffer 3d6+9 piercing plus 1d6 bleed damage (6d6+18 piercing plus 1d6 bleed damage on a critical failure).
Psychokinetic Trumpet — The teraphant lets out a loud trumpet that deals 8d8 mental damage (DC 27 Will save) in a 30-foot cone. A creature that fails its save is also pushed 15 feet (30 feet on a critical failure).
If a pushed creatures strikes a solid barrier, it takes 3d6 bludgeoning damage and stops.
The teraphant can't use Psychokinetic Trumpet again for 1d4 rounds.
Trample — Large or smaller, foot, DC 27 Reflex
Trample
Grabbing Trunk — A Medium or smaller creature hit by the teraphant's trunk is Grabbed. If the teraphant moves, it can bring the grabbed creature along with it.
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