Hollyphant, Winged Mastodon Form (CR 8)

Large Outsider (Extraplanar and Good)
Alignment: Always neutral good
Initiative: +1 (Dex); Senses: Listen +13 and Spot +13
Languages: Telepathy 60 ft.


AC: 28 (-1 size, +1 Dex, +15 natural), touch 10, flat-footed 24
Hit Dice: 6d8+6 (33 hp); DR: 10/cold iron or evil
Fort +6, Ref +6, Will +9
Speed: 30 ft., fly 60 ft. (good)
Space: 10 ft./10 ft.
Base Attack +6; Grapple +16
Attack: Slam +11 melee
Full Attack: 2 slams +11 melee and gore +6 melee
Damage: Slams 1d8+6, gore 2d6+3
Special Attacks/Actions: Psionics, spell-like abilities, summon celestial, trumpet
Abilities: Str 22, Dex 13, Con 12, Int 17, Wis 18, Cha 17
Special Qualities: Alternate form, immunity to disease and poison, SR 18 (22 against evil spells and spells cast by evil outsiders)
Feats: Combat Casting; Exalted Spell Resistance; Improved Initiative
Skills: Concentration +10, Diplomacy +14, Heal +13 Hide +6, Knowledge (the planes) +12, Listen +13, Move Silently +10, Search +12, Sense Motive +13, Spellcraft +12, Spot +13, and Survival +4 (+6 on other planes)
Advancement: By character class
Climate/Terrain: Wilderness of the Beastlands
Organization: Solitary or family (2-4)
Treasure/Possessions: None

Source: Book of Exalted Deeds

Psionics (Sp): At will - blessed sight, detect chaos, detect law, detect poison, detect thoughts (DC 15), invisibility, know direction, see invisibility and suggestion (DC 16). These effects are as the spells cast by a 6th-level sorcerer (save DCs, where applicable, are 13 + spell level). The save DCs for these abilities are based on Charisma.

Summon Celestial (Sp): Once per day, a hollyphant can attempt to summon another hollyphant, an asura, or an avoral guardinal with a 45% chance of success. The summoned creature automatically returns whence it came after 1 hour. A holyphant that has just been summoned cannot use its own summon ability for it hour.

Trumpet (Su): Three times per day, a hollyphant can issue a blast of sound through its trunk, choosing one of the following effects each time:

Alternate Form (Su): A hollyphant can shift between its Small and Large forms as a standard action. In Large form, it loses the benefits of its invulnerability ability (see below) but gains the advantages of its new size and strength. A hollyphant remains in one form until it chooses to assume the other form. A change in form cannot be dispelled, nor does the hollyphant revert to any particular form when killed. A true seeing spell, reveals both simultaneously

Invulnerability (Su): A small hollyphant's shimmering coat protects it as a continuous globe of invulnerability but only the hollyphant is warded. In Large form, the hollyphant loses this ability.

Spell-like Abilities: At - will bless, light, greater teleport (self and up to 20 pounds of objects only); 3/day - cure moderate wounds (DC 15), protection from evil; 1/day - banishment (DC 19), flame strike (DC 18), heal (DC 19), raise dead. Caster level 15th. The save DCs are Charisma-based.

Telepathy (Su): A hollyphant can communicate telepathically with any creature within 60 feet that has a language.

Extraplanar Subtype

A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.

Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.

Good Subtype

A subtype usually applied only to outsiders native to the good-aligned Outer Planes. Most creatures that have this subtype also have good alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a good alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the good subtype overcomes damage reduction as if its natural weapons and any weapons it wields were good-aligned (see Damage Reduction).