Kafkonia
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Skelephant
Huge Undead
Hit Dice: 11d12 (77 hp)
Initiative: +5
Speed: 40 ft. (8 squares)
Armor Class: 22 (–2 size, +14 natural), touch 8, flat-footed 22
Base Attack/Grapple: +5/+27
Attack: Claw +17 melee (1d8+14) or Gore +17 melee (2d8+21)
Full Attack: Slam +17 melee (2d6+14) and bite +12 melee (2d6+7) and 2 stamps +12 melee (2d6+7); or Slam +17 melee (2d6+14) and bite +12 melee (2d6+7) and 2 claws +12 melee (2d6+7); or gore +17 melee (2d8+21)
Space/Reach: 15 ft./10 ft.
Special Attacks: --
Special Qualities: Immunity to cold, damage reduction 5/bludgeoning
Saves: Fort +3, Ref +4, Will +7
Abilities: Str 38, Dex 12, Con --, Int --, Wis 10, Cha 1
Skills: --
Feats: Improved Initiative
Environment: Cold mountains
Organization: Any
Challenge Rating: 5
Treasure: None
Alignment: Always neutral evil
Advancement: --
Level Adjustment: --
This beast vaguely resembles the skeletal remains of a giant ape, but with tusks jutting from its fanged mouth, and the useless vestiges of wings hanging from its spine.
The skelephant is an undead creation often used as transportation by necromancers, or as part of a larger besieging force. When travelling it lopes along the ground on all four
limbs, rising up on its haunches only when it must use its claws in battle.
No one has ever encountered a living counterpart to the skelephant, fuelling speculation
that it is a necromantic amalgamation from several different sources.
Combat
Unless directed otherwise, skelephants usually charge threatening-looking foes and engage as many as possible in melee. Its great strength serves it well in this regard, although compared to other creatures of similar strength they are quite a bit more fragile.
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The skelephant was produced by taking an elephant as the base creature (surprise!), then adding the half-dragon and skeleton templates. I may have done some other adjusting, but this has actually been sitting on my work HD for probably just under a year now.
Huge Undead
Hit Dice: 11d12 (77 hp)
Initiative: +5
Speed: 40 ft. (8 squares)
Armor Class: 22 (–2 size, +14 natural), touch 8, flat-footed 22
Base Attack/Grapple: +5/+27
Attack: Claw +17 melee (1d8+14) or Gore +17 melee (2d8+21)
Full Attack: Slam +17 melee (2d6+14) and bite +12 melee (2d6+7) and 2 stamps +12 melee (2d6+7); or Slam +17 melee (2d6+14) and bite +12 melee (2d6+7) and 2 claws +12 melee (2d6+7); or gore +17 melee (2d8+21)
Space/Reach: 15 ft./10 ft.
Special Attacks: --
Special Qualities: Immunity to cold, damage reduction 5/bludgeoning
Saves: Fort +3, Ref +4, Will +7
Abilities: Str 38, Dex 12, Con --, Int --, Wis 10, Cha 1
Skills: --
Feats: Improved Initiative
Environment: Cold mountains
Organization: Any
Challenge Rating: 5
Treasure: None
Alignment: Always neutral evil
Advancement: --
Level Adjustment: --
This beast vaguely resembles the skeletal remains of a giant ape, but with tusks jutting from its fanged mouth, and the useless vestiges of wings hanging from its spine.
The skelephant is an undead creation often used as transportation by necromancers, or as part of a larger besieging force. When travelling it lopes along the ground on all four
limbs, rising up on its haunches only when it must use its claws in battle.
No one has ever encountered a living counterpart to the skelephant, fuelling speculation
that it is a necromantic amalgamation from several different sources.
Combat
Unless directed otherwise, skelephants usually charge threatening-looking foes and engage as many as possible in melee. Its great strength serves it well in this regard, although compared to other creatures of similar strength they are quite a bit more fragile.
-----
The skelephant was produced by taking an elephant as the base creature (surprise!), then adding the half-dragon and skeleton templates. I may have done some other adjusting, but this has actually been sitting on my work HD for probably just under a year now.
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