Maelephant (CR 10)
AC: 20 (-1 size, +11 natural), touch 9, flat-footed 20
Hit Dice: 8d8+24 (60 hp); DR: 10/magic
Fort +9, Ref +6, Will +12
Speed: 30 ft.
Space: 10 ft./5 ft.
Base Attack +8; Grapple +18
Attack: Claw +13 melee
Full Attack: 2 claws +13 melee and trunk-spike +8 melee
Damage: Claw 1d6+6, trunk-spike 2d6+3
Special Attacks/Actions: Breath weapon, frenzied charge, improved grab, spell-like abilities
Abilities: Str 22, Dex 11, Con 16, Int 14, Wis 19, Cha 15
Special Qualities: Defensive stance, fast healing 2, outsider traits, SR 17
Feats: Alertness; Improved Bull Rush; Iron Will
Skills: Appraise +12, Balance +10, Concentration +14, Diplomacy +4, Jump +16, Knowledge (any one) +12, Listen +16, Search +12, Sense Motive +14, Spellcraft +12, Spot +16, and Survival +4 (+6 following tracks)
Advancement: 9-16 HD (Large); 17-24 HD (Huge)
Climate/Terrain: Any land or underground (Nine Hells)
Treasure/Possessions: Double standard
Breath Weapon (Su): Three times per day, a maelephant can breathe out a cloud of noxious vapor 10 feet wide and 30 feet long. Victims within the area of the cloud must make a Fortitude save (DC 17) or suffer complete memory loss. Memory loss suppresses all of a creature's ranks in its skills and its feats, and it prevents the use of any class abilities (including spellcasting. Currently prepared spells are not lost; they are simply nor accessible to be cast. Racial abilities are retained. Additionally, the victim no longer knows who its friends and enemies are, doesn't remember its past, and can't even remember its name. The victim can create new memories, but each time it sleeps or rests, any new memories it has created vanish. This condition can be cured by any effect that cures poison (a heal or neutralize poison spell, for example, otherwise, it is permanent.
Frenzied Charge (Ex): Once per minute, a maelephant can make a frenzied charge. During the round in which this occurs, the maelephant's speed increases to 45 feet and it gains a +2 bonus on all attack rolls. This bonus stacks with any bonuses gained from making a charge attack.
Improved Grab (Ex): If a maelephant hits an opponent that is at least one size category smaller than itself with a claw attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +18). if it gets a hold, it automatically hits with its trunk-spike. Thereafter, the maelephant has the option to conduct the grapple normally, or simply use its claw to hold the opponent (-20 penalty on grapple check, but the maelephant is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals claw damage.
Spell-like Abilities: At will - alarm, entangle, gust of wind, light, true seeing, warp wood; 3/day - blade barrier, baleful polymorph. Caster level 8th; save DC 12 + spell level.
Defensive Stance (Ex): Once per encounter, a maelephant can adopt a defensive stance as a free action on its turn. In this defensive stance, the maelephant gains +2 Strength, +4 Constitution, a -2 resistance bonus on all saves, and a +4 dodge bonus to Armor Class. The following changes are in effect as long as the defensive stance lasts: HD 8d8+40 (76 hp); AC 24, touch 13, flat-footed 20; Base Attack/Grapple +19/+19; Full Attack 2 claws +14 melee and trunk-spike +9 melee; Damage claw 1d6+7, trunk-spike 2d6+4; SV Fort +11, Ref +8, Will +14; Str 24, Con 20; Concentration +16, Jump +17. These benefits persist for a number of rounds equal to 3 + the maelephant's newly improved Constitution modifier, or until the maelephant moves. While in a defensive stance, a maelephant cannot use skills or abilities that require it to shift its position. A maelephant can end its defensive stance at will. At the end of the defensive stance, the maelephant sakes a -2 penalty to Strength for the duration of the current encounter.
Keen Senses (Ex): A maelephant's sight is four times as good as a human's. It has low-light vision and darkvision to a range of 240 feet.
Outsider Traits: Maelephants cannot be raised or resurrected (though a wish or miracle spell can restore life).
Fast Healing (Ex): A maelephant regains lost hit points at the rate of 2 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does nor allow a maelephant to regrow or reattach lost body parts.
Scent (Ex): A maelephant can detect approaching enemies, sniff out hidden foes, and track by sense of smell.
A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction).
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.
A subtype usually applied only to outsiders native to the lawful-aligned Outer Planes. Most creatures that have this subtype also have lawful alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a lawful alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the lawful subtype overcomes damage reduction as if its natural weapons and any weapons it wields were lawful-aligned (see Damage Reduction).