CEPHELEPHANT (5th Edition Fantasy Monster)

 


CEPHELEPHANT

Huge monstrosity, unaligned

Armor Class 12 (natural armor)

Hit Points 76 (8d12+24)

Speed 40 ft.


Str 22 (+6) Dex 9 (-1) Con 17 (+3)

Int 3 (-4) Wis 11 (+0) Cha 6 (-2)


Skills Perception +2, Stealth +1

Damage Resistance psychic

Senses Darkvision 60 ft.; passive Perception 12

Languages --

Challenge 4 (1,100 xp); Prof. Bonus +2

Camouflage. The cephelephant has advantage on Dexterity (Stealth) checks made while in forests.

Trampling Charge. If the cephelephant moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the cephelephant can make one stomp attack against it as a bonus action.


ACTIONS

Gore. Melee weapon attack: +8 to hit, 5-ft. reach, one target. Hit: 19 (3d8+6) piercing damage.

Ink Spit (Recharge 5-6). The cephelephant spits ink in a line that is 40 feet long and 5 feet wide. Each creature in that line must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 10 (3d6) poison damage and is blinded. On a successful save, the creature takes half as much damage and isn't blinded.

Stomp. Melee weapon attack: +8 to hit, 5-ft. reach, one target. Hit: 22 (3d10+6) bludgeoning damage.

Tentacles. Melee weapon attack: +8 to hit, 5-ft. reach, one target. Hit: 16 (3d6+6) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the cephelephant can't use its tentacles on another target.

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