Restless Prey Elephant* (CR 10)
Alignment: Always chaotic evil
Initiative: +0; Senses: low-light vision, scent, Listen +14, and Spot +14
AC: 16 (-2 size, +8 natural), touch 8, flat-footed 16
Hit Dice: 11d12 (71 hp); DR: 20/iron
Fort +7, Ref +7, Will +4
Speed: 80 ft.
Space: 20 ft./10 ft.
Base Attack +5; Grapple +9
Attack: Slam +16 melee force touch, 2 stamps +11 melee force touch, or gore +16 melee force touch
Full Attack: Slam +16 melee force touch, 2 stamps +11 melee force touch, or gore +16 melee force touch
Damage: Slam 2d6+11, stamp 2d6+6, gore 2d8+16/19-20
Special Attacks/Actions: Energy drain, fear aura, trample 2d8+16 (force)
Abilities: Str 30, Dex 10, Con -, Int 8, Wis 13, Cha 13
Special Qualities: preserved hide, restless prey symbiosis, undead traits
Feats: Improved Critical (gore); Power Attack
Skills: Hide +0, Listen +14, Move Silently +8, and Spot +14
Advancement: 12-22 HD (Huge)
Climate/Terrain: Warm forest and plains
Organization: Solitary, pair, or pack (3-10)
Energy Drain (Su): Any living creature struck for damage by a restless prey elephant gains one negative level. For each negative level bestowed, the restless prey elephant heals 5 points of damage. If the amount of healing is more than the damage the creature has suffered, it gains any excess as temporary hit points. If the negative level has not been removed (with a spell such as restoration) before 24 hours have passed, the afflicted opponent must succeed at a Fortitude save (DC 16) to remove it. Failure means the opponent's level (or HD) is reduced by one.
Fear Aura (Su): As a free action, a restless prey elephant can produce a fear effect. This ability functions exactly like a fear spell (caster level 11; save DC 16), except that it affects all creatures within a 15-foot radius around the restless prey elephant. Any creature that makes a successful saving throw against the effect cannot be affected again by that restless prey elephant's fear aura for one day.
Preserved Hide: A restless prey creature's natural armor toughens. In addition to its normal natural armor, it gains a bonus equal to the creature's Charisma modifier (minimum of +1; already figured into stats above).
Trample (Ex): A restless prey elephant can trample Medium-size or smaller creatures, dealing 2d8+16 points of bludgeoning damage. Opponents who do not make attacks of opportunity against the restless prey elephant can attempt a Reflex save (DC 25) to halve the damage. Damage done is force damage.
Restless Prey Symbiosis (Su): A restless prey elephant gains a +2 profane bonus to its Charisma score for each additional restless prey creature within 30 feet. This bonus persists as long as the creatures stay within 30 feet of each other.
Scent (Ex): A restless prey elephant can detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Poachers and hunters are naturally drawn to certain creatures whose body parts are valued as trophies. Unfortunately, beasts that are slain by hunters sometimes rise as undead monsters cursed to forever stalk those who inflicted such a distasteful end upon them. Restless prey creatures are filled with a burning hatred for all life, and their unholy energies gift them with intelligence far above that normally possessed by living creatures of the same type. Many restless prey creatures seek out the hunter who killed them to return the favor, but success in this endeavor does not bring release for the undead monster. Such creatures often remain to haunt the areas of their death or the homes of their victims.