Ruidium Elephant
Critical Role: Call of the Netherdeep p. 95
- Size
- Huge
- Type
- construct
- Alignment
- unaligned
- AC
- 16 (natural armor)
- Hit Points
- 138 (12d12+60)
- Speed
- walk 40 ft.
- Condition Immunities
- charmed, frightened
- Passive Perception
- 10
- Languages
- —
- Challenge
- 8
Traits
Proficiency Bonus
+3
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 16 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.
Actions
Gore
Melee Weapon Attack: +10 to hit (with advantage if the target is a creature missing any hit points), reach 10 ft., one target. Hit: 25 (4d8 + 7) piercing damage plus 7 (2d6) psychic damage.
Stomp
Melee Weapon Attack: +10 to hit, reach 5 ft., one prone creature. Hit: 29 (4d10 + 7) bludgeoning damage plus 7 (2d6) psychic damage.
Other data
description
Unknown to anyone who has come into contact with it, the elephant figurine was infected with ruidium during its time in Cael Morrow, and that substance has warped its magical properties. When a character tries to retrieve the figurine, it reacts as if it had been activated, transforming into a crystalline version of the creature it was meant to become. This creature can't be controlled.