| 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 |
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.
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
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The Asilari can communicate telepathically with any creature(s) within 120 feet.
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It can perceive surface thoughts (as if using Detect Thoughts) of any creature it’s telepathically linked to.
Memory Sculptor
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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.
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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)
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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.
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Each retains their own saving throws and hit points, but acts using the other’s instincts, abilities, proficiencies, and spellcasting.
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During this time, each creature must use their host body as if it were their own — even speaking in the voice of the other.
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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.
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.
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