Oliphaunt of Jandelay
CREATURE 25Harbinger of Annihilation
The Oliphaunt of Jandelay is drawn to worlds that are hurtling toward imminent annihilation.
This monster regains the listed number of Hit Points each round at the beginning of its turn. Its Dying condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4.
300 feet. DC 46 Will
A creature that first enters the area must attempt a Will save.
Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
Critical Success The creature is unaffected by the presence.
Success The creature is Frightened 1.
Failure The creature is Frightened 2.
Critical Failure The creature is Frightened 4.
The Oliphaunt of Jandelay is immune to penalties to its Speeds, and it ignores difficult terrain and greater difficult terrain.
The Oliphaunt of Jandelay is immune to harmful spells cast by non-mythic creatures, Strikes made with non-mythic weapons, and unarmed Strikes from nonmythic characters.
The Oliphaunt treats its saving throws with the associated save as one step better than they actually are (so a critical failure is a failure, a failure is a success, and a success is a critical success). The first time each round that a character rolls a critical hit against the Oliphaunt, they must reroll the attack roll and take the new result.
The Oliphaunt of Jandelay gains 3 reactions each round. It can still use only one reaction per trigger.
The Oliphaunt of Jandelay makes two tusk Strikes, two foot Strikes, and one trunk Strike in any order.
The creature has a pool of 3 Mythic Points, and can spend those Mythic Points for any of the actions it has.
Huge or smaller, foot, DC 46 basic Reflex
When the Oliphaunt of Jandelay Tramples, it can Stride up to triple its Speed, and any creature that fails or critically fails the Reflex save is knocked Prone.
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).
The Oliphaunt of Jandelay emits a cacophonous blast from its trunk in a 120-foot cone. Each creature in the area must attempt a DC 49 Fortitude save. If the Oliphaunt spends 1 Mythic Point as part of the activity, the DC becomes 51 and the damage dice are increased to d12s. The Oliphaunt of Jandelay can't use Trumpeting Blast again for 1d4 rounds.
Critical Success The creature is unaffected.
Success The creature takes 7d10 sonic damage and is Deafened for 1 round.
Failure The creature takes 14d10 sonic damage, is Slowed 1 for 2 rounds, and is deafened for 2 rounds.
Critical Failure The creature takes 28d10 sonic damage, is Slowed 2 for 2 rounds, and is deafened for 4 rounds.