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From Pathfinder #152: Legacy of the Lost God, which isn't enabled.

Iridescent Elephant

CREATURE 7

An iridescent animal is a wild or domesticated animal that has undergone a magical transformation to become a luminescent beast that can glow in the dark and use dazzling light-based powers. Although the effect is glamorous, the life of an iridescent animal is a sad one. The change drastically weakens the animal, diminishing both its strength and its vitality. This effect is desirable for some-particularly the circuses, menageries, and royal courts that typically purchase these glowing beasts-but never for the animal itself. Because the effects of the transformation are so deleterious, the act of creating an iridescent animal is strongly frowned upon by druids and other naturalists, some of whom dedicate their lives to rescuing and fostering these maltreated creatures. The procedure cannot be reversed, and few iridescent animals are fit to live in the wild after the transformation, cementing their lot in life to serve as showy beasts of burden or objects of entertainment and ridicule.


Perception +11; scent (imprecise) 30 feet
Skills Athletics +15, Survival +13
Str +7, Dex +0, Con +2, Int -4, Wis +2, Cha +0

AC 21; Fort +16, Ref +9, Will +14
HP 110
Glowing Bones (concentrate)

An iridescent animal emits phosphorescent bright light in a 15 feet Aura. The animal can suppress this display until the end of its next turn as a single action, which has the concentrate trait. The color of the light is determined by the iridescent animal's creator.


Speed 40 feet
Melee Tusk +14 (reach 10, unarmed), Damage 3d8+7 piercing
Melee Trunk +16 (reach 15), Damage plus Grabbing Trunk
Melee Foot +14 (reach 10, unarmed), Damage 2d10+7 bludgeoning plus Color Splash
Color Splash (visual)

When the iridescent elephant stomps its foot, a bright, disorienting burst of light pulses through its leg. Each creatures adjacent to the iridescent elephant when it makes a foot Strike (regardless of whether or not it hit) must succeed at a DC 24 Will save or be Off-Guard until the beginning of the elephant's next turn.

Trample

Large or smaller, foot, DC 22 basic Reflex


The monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure).

Trunk Beam (light, visual)
Frequency once per day

Effect The iridescent elephant blasts a beam of light from its trunk in a 30-foot line. Each creature in the area must attempt a DC 22 Fortitude save.

Critical Success The creature is unaffected.

Success The creature is Dazzled for 1 round.

Failure The creature is Blinded for 1 minute.

Critical Failure The creature is blinded permanently.

Grabbing Trunk

A Medium or smaller creature hit by the elephant's trunk is Grabbed. If the elephant moves, it can bring the grabbed creature along with it.

Pathfinder #152: Legacy of the Lost GodOGL