Celestial Elephant CR 9
Always NG Huge Magical Beast (Extraplanar)Init ; Senses darkvision 60 ft., low-light vision, scent; Listen +12, Spot +10
Languages —
AC 15 (−2 size, +7 natural), touch 8, flat-footed 15
hp 11d8+55 (104 hp); DR 5/magic
Fort Ref Will
Speed 40 ft. (8 squares)
Space/Reach 15 ft./10 ft.
Base Atk +8; Grp +26
Melee slam () and 2 stamps (); or gore ()
Attack Options Trample 2d8+15, Smite evil
SQ darkvision 60 ft., Low-light vision, scent, resistance to acid 10, cold 10, and electricity 10, SR 16
Abilities Str 30, Dex 10, Con 21, Int 3, Wis 13, Cha 7
Feats Alertness, Endurance, Iron Will, Skill Focus (Listen)
Skills Listen +12, Spot +10
Advancement 12–22 HD (Huge)
Environment Any good-aligned plane
Organization Solitary or herd (6–30)
Treasure None
Summon Monster: Summon Monster VII
Smite Evil (Su): Once per day, this creature can make a normal melee attack to deal +11 extra damage against an evil foe.
Trample (Ex): Reflex DC 25 half. The save DC is Strength-based.
An elephant deals 2d8+15 points of damage on a successful trample attack.
Celestial template: Applied to the base creature (see Celestial Creature). Animals and vermin become magical beasts; Intelligence is at least 3; darkvision 60 ft.; energy resistance, DR, and SR by Hit Dice; natural weapons count as magic for overcoming DR when the creature has DR.
Massive herbivores of tropical lands, elephants are unpredictable creatures but nevertheless are sometimes used as mounts or beasts of burden.
Open Game Content · Monster entry · Celestial Creature · Summon Monster VII.