Huge Celestial, Lawful Good
AC 12    Initiative −1 (9)
HP 76 (8d12 + 24)
Speed 40 ft.
Mod Save
STR 18 +4 +4
DEX 8 −1 −1
CON 17 +3 +3
Mod Save
INT 12 +1 +1
WIS 16 +3 +6
CHA 8 −1 −1
Resistances Psychic
Immunities Charmed
Senses Passive Perception 16
Languages None
CR 5 (XP 1,800; PB +3)
Traits

The Asilari is an elephantine creature of vast mental power — majestic, mysterious, and feared. It communicates through telepathy, bends minds, alters memories.
They live for up to 500 to 700 years.

Actions

Multiattack. The elephant makes two Gore attacks.

Gore. Melee Attack Roll: +8, reach 5 ft. Hit: 15 (2d8 + 6) Piercing damage. If the target is a Huge or smaller creature and the elephant moved 20+ feet straight toward it immediately before the hit, the target has the Prone condition.

Telepathic Dominance

  • The Asilari can communicate telepathically with any creature(s) within 120 feet.

  • It can perceive surface thoughts (as if using Detect Thoughts) of any creature it’s telepathically linked to.

Memory Sculptor

  • The Asilari targets a creature within 60 feet. The creature must succeed on a DC 15 Wisdom saving throw or have one memory (up to 10 minutes long) altered or erased.

  • This functions like a powerful Modify Memory spell. The Asilari can implant new memories as well, such as false friendships or fabricated pasts.

  • Can only use this feature once per long rest. To use this feature, they have to sacrifice a memory of their own too.

Mind Swap (Rare Asilari ability)

  • The Asilari targets two creatures (one can be itself) it can see within 60 feet. Both must succeed on a DC 15 Intelligence saving throw or have their consciousnesses swapped for 1 minute.

  • Each retains their own saving throws and hit points, but acts using the other’s instincts, abilities, proficiencies, and spellcasting.

  • During this time, each creature must use their host body as if it were their own — even speaking in the voice of the other.

  • Can only use this feature once per long rest. Once used, they can make a DC 20 Wisdom saving throw after every long rest to see if they regain this ability. While using this ability on two creatures other than itself, the Asilari fall into a trance, serving as a conduit between minds, and other than concentrating on this ability (which counts as concentration on a spell), they count incapacitated.

Bonus Actions

Trample. Dexterity Saving Throw: DC 16, one creature within 5 feet that has the Prone condition. Failure: 17 (2d10 + 6) Bludgeoning damage. Success: Half damage.

Habitat: Grassland

Konaharu

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