Teraphant
Creature 9 (uncommon) — beast
Pre-Remaster content. May include legacy alignment.
CrasherWeaverLANDbeast
Source: agents-of-edgewatch-bestiary (Pre-Remaster)
Perception +18; low-light-vision; emotion sense 120 feet
Languages vudrani; (can't speak any language)
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 (reach-10, unarmed) +20, Damage 3d6+9 piercing
Melee Trunk (reach-15) +20, Damage 1d4 bludgeoning plus Grabbing Trunk
Melee Foot (reach-10, unarmed) +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).
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.
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
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).
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).
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.
WORKS WELL WITH
AnvilLANDA durable frontliner holds enemies in place so the crasher's trample and cone attack both land on a static cluster.
FlankerLANDThe crasher's area disruption creates openings for a flanker to strike from unexpected angles without drawing focus.
MenderLANDA healer keeps the durable crasher sustained through the attention its sheer presence draws from every direction.
PUNISHES
✖ clumping✖ low Will✖ low Reflex
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Teraphant in the encounter builder — free, no install.
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