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
STR
24
+7
DEX
9
−1
CON
21
+5
INT
3
−4
WIS
11
+0
CHA
6
−2

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.