Huge Beast, Unaligned
Armor Class 12 (natural armor)
Hit Points 76 (8d12 + 24)
Speed 40 ft.
STR
22 (+6)
DEX
9 (-1)
CON
17 (+3)
INT
14 (+2)
WIS
11 (+0)
CHA
6 (-2)
Damage Resistances Fire
Senses Passive Perception 10
Languages Primordial --
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Trampling Charge. If the elephant 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 12 Strength saving throw or be knocked prone. If the target is prone, the elephant can make one stomp attack against it as a bonus action.

Elemental Might. The elephant can cast Fire Bolt and Control Flames at will, and can cast Burning Hands once per short or long rest. The elephant casts as a 4th level wizard.

Actions

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

Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one prone creature. Hit: 22 (3d10 + 6) bludgeoning damage.

Description

Life in an elemental plane can change creatures, even those near a source of power on the material plane. The plane the creature gains power from determines what powers it gets, but all of them go through similar changes. They gain features of their plane, be it fluffy, cloud like fur on an air beast or crystals growing on an earth beast. Many become slightly more intelligent from their contact with the primal forces of creation, although not much more than a corvid or an ape. They also gain the ability to survive in their plane and similar environments. Fire beasts can survive in volcanos even if they can not normally for instance.

Templates are extra abilities and visuals that can be added to monsters. These templates are intended for creatures of beast level intelligence, as sentient creatures can take class levels. This does not stop you from applying these templates to anything or anyone though. To apply the template, either roll for abilities or pick them from the list below. Fire Elemental Template beasts all get resistance to fire damage, and can speak primordial.

1)Elemental Might-The creature gains the Magic Initiate feat, but can only pick spells related to fire. The spellcasting trait of the chosen feat is raised to 14 if it is not higher. The CR of the creature is used as its caster level.

2)Blazing Speed-The creature gains a 30ft of movement to it’s primary form of movement

3)Molten Strikes-All attacks do an extra 1d6 fire damage on hit.

4)Inferno Blast- The creature unleashes a 30ft long, 5ft wide blast of fire. Each creature in the line takes xd6 fire damage, and gets set on fire for 1d6 damage per round. X is the CR of the creature. If the creature succeeds a DC 12+CR DEX check, they take half damage and are not ignited.

5)Volcanic Blood-The creature is immune to fire damage.

6)Burning Body- As a reaction, the creature can make a target within 5 feet who hit them take 1d8 fire damage.

Monster Tags: Misc Creature

Habitat: Grassland

RogerPellicano

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