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Lulu’s Guide to

Hollyphants

A fantastical D&D5e playable race and bestiary


by Kienna Shaw and Donathin Frye
Lulu’s Guide to Hollyphants
Bring joy, kindness, and an unbreakable spirit in the face of evil to
your D&D 5e campaign, with Hollyphant player characters and NPCs.

Written by Donathin Frye and Kienna Shaw

Cover Art by Anne Isaksson

Interior Art by Wizards of the Coast, Abandoned Arts, Brett Neufeld, Gary Gupuis, Darrin Scott
(inspired by Dungeons & Dragons products; modified), Aaron Lee, and Amanda Greene

Layouts by Kienna Shaw

Additional Design by Donathin Frye

Edited by Edelyn Parker-Frye

Playtested by Edelyn Parker-Frye, Gregory Stangel, Jean-Francois Mean, Billy Depetro, and Matt
Evans

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook,
Monster Manual, Dungeon Master’s Guide, and all other Wizards of the Coast product names, and their respective logos
are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are
property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any
reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written
permission of Wizards of the Coast.

This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with
permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work
is copyright ©2019 by Donathin Frye and Kienna Shaw, and published under the Community Content Agreement for
Dungeon Masters Guild.

©2019 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-
Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11
1ET, UK.
Contents
Preface �������������������������������������������������������������������������������������������������������������������������������������������� 1
Hollyphants����������������������������������������������������������������������������������������������������������������������������������2
Warmounts of the Heavens���������������������������������������������������������������������������������������������������������������� 2
Light and Unbreakable Spirits�����������������������������������������������������������������������������������������������������������3
Unassuming Appearance�����������������������������������������������������������������������������������������������������������������������3
Hollyphants in Faerûn ������������������������������������������������������������������������������������������������������������������������ 4
Hollyphant Names���������������������������������������������������������������������������������������������������������������������������������� 4
Hollyphant Traits�����������������������������������������������������������������������������������������������������������������������������������5
Lulu’s Advice on Being a Hollyphant �������������������������������������������������������������������������������������������� 6
Hollyphant NPCs������������������������������������������������������������������������������������������������������������������������7
Hollyphant Younglings �����������������������������������������������������������������������������������������������������������������������7
Hollyphant Seekers �������������������������������������������������������������������������������������������������������������������������������7
Hollyphant Knights�������������������������������������������������������������������������������������������������������������������������������7
Hollyphant Elders���������������������������������������������������������������������������������������������������������������������������������� 8
Gajasura ������������������������������������������������������������������������������������������������������������������������������������������������������ 8

iii
Preface

Ah, yes, I was expecting you! You must have received


my message... or perhaps your own curiosity has
brought you here? Nevermind, it doesn’t matter why
you have come, but rather the important part is that
you now hold this one-of-a-kind tome in your hands!

You see, while trying to find new strains of


mushrooms indigenous to a unique region near one
of the portals to the Nine Hells, I came across a most
fascinating yet little-known creature in the realms:
a hollyphant! They are so often busy with their
celestial duties that a conversation with one is such
a rare opportunity, and of course I had to introduce
myself for the sake of knowledge.

Through my academic endeavours I got to know


Lulu, the noblest of hollyphants. While she is a
truly wonderful and engaging conversationalist, I
was compelled to write down all of the insight and
stories that she shared. Indeed, this very book you
hold in your hands contains all of the knowledge
that I gathered from these conversations about
hollyphants, the most wonderfully fantastical
creatures.

Of course, at her request, I let Lulu write her own


notes into this book as well (who knew a hollyphant
could write so well with no thumbs?), and so you will
see some of Lulu’s thoughts straight from the horse’s
mouth... or rather, the hollyphant’s trunk.

This book is named after Lulu, as it would not exist


without her. With this in hand, I trust that you too
will share the knowledge about hollyphants... and
perhaps befriend one as well!

- Shandalar, the Wizard of Ulgoth’s Beard

(P.S. excuse any glitter you find on these pages,


hollyphants seem to emanate sparkles wherever
they go... fascinating!)

1
Hollyphants
Hollyphants are Celestial elephantine creatures
from the Upper Planes who work for the forces
of good. Small, golden-furred, and winged,
hollyphants perform a variety of tasks for deities
and their agents to bring about a better world for
everyone. Okay friend, there’s one thing
you just gotta
know about hollyphants. We
never give up on our
friends! Once a friend, always
Warmounts of the Heavens a friend, and Zariel’s
MY friend. Sure, she should
While hollyphants are known for completing mostly have listened to the
other angels when they told
benign tasks and missions given to them by good her not to lead her
armies into hell. And, sure, it’s
deities, hollyphants also serve the Gods and their true that her
pride was her downfall! Lot
celestials as fearsome warmounts. With the ability sa really bad things
to transform from small golden-furred elephants
happened to lotsa really goo
d people because of
to gigantic mammoths, hollyphants are extremely Zariel. But I believe in her.
Deep down beneath
effective in battle thanks to the combination of her devilskin, I know there’s
still the heart of an
immense size, deadly tusks and powerful spells. angel.
Extremely loyal to their allies and determined to
stop evil at any cost, most foes should have second I guess that’s the thing abo
ut being a true
thoughts about facing them head-on. friend. You gotta keep believ
in’ in them, even
after everybody else gives up.
In the many eons of war between the forces of the
Nine Hells and the Upper Planes, angels have rallied
armies to keep evil at bay, and from the beginning
hollyphants have been right by their side. Most
depictions of events such as The Blood War show
angels astride hollyphants, diving straight into
battle. A particularly famous duo of hollyphant and
angel was Lulu and Zariel, before the latter fell from
grace and became an archdevil.

2
Light and Unbreakable Spirits
Hollyphants are resolutely positive beings who seek
to bring goodness to everyone. Many hollyphants
believe in the power of kindness and joy when it
comes to making the world a better place. Even
when they are insulted, they’re quicker to forgive
than exact revenge (as long as the perpetrator isn’t
evil-aligned). Some hollyphants use harmless jokes
and pranks to lighten the mood, always double-
checking to make sure that they didn’t cross a line.
This positivity and optimism is infectious, and it’s
no surprise that hollyphants easily befriend others.

Unassuming Appearance
While in their smaller form, hollyphants are the
size of a large dog, and are often considered to be
very cute and unthreatening. Some hollyphants
are sensitive about how they look, taking offense
to anyone underestimating them because of their
whimsical appearance. Other hollyphants use this
to their advantage, allowing enemies to misjudge
their true power long enough to get close and
attack. However, a creature that has Truesight
is able to see that the hollyphant has two forms
overlapping each other: one as a small golden
elephant and another as a formidable mammoth
(though a hollyphant is not able to tap into the
power of the mammoth until they are older).

big!
with a hollyphant when we’re
Oh, you do NOT wanna mess rea lly str ong !
sky, and we are really,
Angels ride us through the orm ous
hant magic when we’re gin
We can still do all of our hollyp
en you’re fighting demons and
too, which is really helpful wh
other baddies.
too. When you’re small, people
Of course, being small is nice under
ier to have picnics and hide
are nicer to you and it’s eas less
s. Plus, your friends are lot
a
blankets and play board game you are
en they aren’t worried that
scared to give you hugs wh
gonna squish’em!

3
Hollyphants like to have
fun, too! We love music
and theater and juggle
rs and sooometimes even
Hollyphants in Faerûn sucking up a good tave
rn ale through our trun
As the helpers of good-aligned deities, hollyphants (shh, the angels don’t ks
like it when we do that
are often sent to the Material plane to complete !)
missions. This includes delivering messages from We’re a curious sort, an
d the people who live in
the Celestial planes to trusted agents, or acting Faerûn are veeeery curio
us. Don’t be surprised if
as advisors to people during times of distress. you see us flying around
, and make sure you say
Hollyphants usually don’t directly interfere with hello! We give really good
hugs.
events on the Material plane if they can help it,
instead opting to gently guide people down the right
path. Adventurers who work for or have gained the
favor of deities like Ilmater or Mystryl may receive a
visit and some wise words from a hollyphant.

Hollyphants are also sent to Faerun to investigate Hollyphant Names


possible fiendish activity, such as active portals
Hollyphants have short and sweet names, often
between the Nine Hells and the Material plane. In
given to them by their deities, angel companions,
these investigations, hollyphants act as scouts,
or other allies. Considering that the names are a
reporting back any suspicious individuals to their
gift from the higher beings, hollyphants take their
Celestial higher-ups. When going on investigations
names very seriously. There is no formal naming
like this, hollyphants will often pair up with
convention for hollyphants, but there are many
adventurers to help handle the situation and make
common ways that hollyphants are named. Many
sure that no great evils escape.
of them have long and eloquent Celestial names
While most hollyphants visit Faerun for altruistic which are shortened into easy-to-use nicknames in
reasons or as ordered by higher powers, some Common. Others are named after different virtues
hollyphants have made the trip between planes for that are valued by the deity they serve.
their own more selfish reasons. Some have become
Male Names: Benji, Teddy, Dash, Gus, Stomp
enamoured with the people living on the Material
plane, and so end up travelling from place to place Female Names: Charity, Kiki, Mercy, Luna, Bella,
seeking out new experiences and companions. Posy, Joy
Others go on a quest to find the child whose wish
brought them to life, hoping to fulfill the lifelong Non-Gendered Names: Sunny, Hope, Justice,
curiosity many creatures have about their creators. Peace, Coco

4
Hollyphant Traits Trumpet. You can blow air through your trunk,
creating a trumpet sound that can be heard out
Your hollyphant character has the following traits.
to a range of 600 feet. Once you use this trait, you
can’t use it again until you finish a short or long
Ability Score Increase. Your choice of either your rest. The trumpet also creates a 30-foot cone of
Charisma score or your Wisdom score increases by energy that has one of the following effects that you
2. Your Strength score is reduced by 1. choose:

Age. Hollyphants are mature from their genesis Trumpet of Blasting. Each creature in the cone
and do not age, though their power and magic do must make a Constitution saving throw (DC 8 +
improve over time. Though they can be killed, they your proficiency bonus + your Wisdom modifier). On
are ageless, and never die of old age. a failed save, a creature takes 2d6 thunder damage
and is deafened for 1 minute. The damage increases
to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at
Alignment. Hollyphants are almost always
16th level. Non-magical objects damaged by this
friends to good-aligned deities and angels. Most
ability take twice as much thunder damage.
hollyphants are either Lawful Good or Neutral
Good, though, like angels, some hollyphants do fall Trumpet of Sparkles. Each creature in the cone
from grace and acquire other alignments. must make a Constitution saving throw (DC 8 +
your proficiency bonus + your Charisma modifier).
Size. In their most common form, hollyphants are Evil creatures in the cone have disadvantage on
miniature elephants the size of a small dog. Your their saving throw. On a failed save, any creature
size is Small. that is not Good takes 2d6 radiant damage. The
damage increases to 3d6 at 6th level, 4d6 at 11th
Speed. Your base walking speed is 20 feet, and your level, and 5d6 at 16th level.
flying speed is 60 feet.
Hollyphant Magic. You know the light cantrip.
Languages. You can speak, read, and write When you reach 6th level, you can cast the
Common and Celestial. following spells twice per day each: Bless, Cure
Wounds, and Protection from Evil and Good.
Elephantine Body. Your elephantine hide protects When you reach 11th level, you can also cast one
you, but also restricts you from wearing armor or the following spells once per day: Banishment,
clothes. You can wield a single weapon or hold a Heal, and Shapechange. You may only shapechange
single item with your powerful trunk, but you do into a golden-furred mammoth with four feathered
not have hands and cannot dual wield weapons or wings and a flying speed of 120 feet.
wield a weapon and a shield at the same time. Your Your choice of either Charisma or Wisdom is your
AC is 13 + your Dexterity modifier. spellcasting ability for these spells. When you cast
them with this trait, they don’t require components,
Poison Immunity. You are immune to poison and any spent abilities from this trait are regained
damage and the poisoned condition. daily at dawn.

Telepathy. You can telepathically speak to any


creature you can see within 120 feet of you. You
don’t need to share a language with the creature for
it to understand your telepathy, but it must be able
to understand at least one language.

Tusks. Your tusks are natural melee weapons,


which you can use to make unarmed strikes. If you
hit with them, you deal piercing damage equal to
1d6 + your strength modifier.

5
Lulu’s Advice on Being a Hollyphant

So you wanna be a hollyphant, eh? Well, I can help! Here’s a few tips:

• Hollyphants are kind and like to spread joy wherever they go. But hollyphants get sad
too! It’s hard to see evil win and bad things happen to people who don’t deserve it.
Most of us don’t stay sad too long, but some hollyphants are sadder than others. We rely
on our friends to cheer us up, so a hollyphant without friends is a saddyphant, indeed.

• A lot of people in the Realms look the other way when someone does something bad, but
not hollyphants! We are chosen warriors and messengers and our duty is to fight evil
creatures and stop them from hurting people. Some hollyphants (like me!) believe that
many evil creatures can be redeemed and shown how to be better people, but plenty of
hollyphants are less forgiving.

• We like to fly! Our legs are real short and kinda clumsy, but flying and hovering feels so
good on our skin. There’s just nothing like the north wind whipping through your fur to
wake you up in the morning!

• We can do all sorts of neat tricks with our trunks! We can juggle, write, paint, sword
fight, give awesome high-fives, cook delicious meals, and blow out magical sparkles that
make our friends feel good about themselves and make baddies feel our righteous wrath!
We can’t build sandcastles though, they always end up a total mess, and that’s kinda
sad.

• All hollyphants have a purpose, even though that purpose sometimes changes as we
get older and our magic gets stronger. Some of us are messengers for the angels and
gods and goddesses, while others are powerful warriors that protect the planes against
devils and demons and nasty undead creatures that feast on flesh and terrorize maidens!
A few hollyphants grow up to become spiritual leaders, while others decide to strike it
out on their own, living quiet lives amongst mortals or becoming awesome adventurers
with lots of interesting friends.

• Hollyphants may look a lot alike, but we’re actually all really different from each other!
We have different hobbies and things that we like (and things that we don’t like). Some
hollyphants are aromantic and just interested in friendship, but other hollyphants fall in
love with all types of creatures in the world. We’re really accepting of everyone, so long
as they aren’t super evil.

• Every time a child makes a wish on a shooting star, and that wish doesn’t come true, a
hollyphant is born! Sometimes we go on a big adventure to find the child that created
us. We can’t grant wishes (except for evil-evil-evil gajasura, but they don’t count as
hollyphants anymore!) Still, if we can make the child’s life a little bit better, even if they
are all grown up by the time we find them, then that’s the least we can do! After all, we
wouldn’t even exist without them.

6
Hollyphant NPCs
Hollyphant Younglings Hollyphant Knights
Full of wonder and joy about the world around When people picture hollyphants in battle, the
them, young hollyphants are some of the most hollyphant knight comes to mind. With elongated
innocent creatures in all of the planes. While they tusks and the ability to spellcast and transform into
do not have the ability to cast spells yet, their mammoths, hollyphant knights are dedicated and
curiosity is unparalleled as they seek to understand formidable warriors. When not fighting, hollyphant
the world and creatures they’re meant to protect. knights spend most of their time with their riders,
With their aura of innocence, It takes an especially forming incredibly deep bonds with them. It is said
wicked individual to harm a hollyphant youngling. that the friendship between a hollyphant knight
and its angel rider is unbreakable, and more than
Despite their inexperience, a hollyphant youngling one celestial romance has blossomed from the
will not back down from a fight when an evil act is pairing.
committed against an innocent before their eyes.
Though they are not yet individually powerful, a A single hollyphant knight is a fearsome opponent.
parade of hollyphant younglings have enough magic In their smaller form, the knights’ elongated tusks
in their trumpeting trunks to fend off bandits, are blessed with holy power similar to a paladin’s.
gnolls, goblins, and other small bands of evil-doers. They use their tusks or the banishment spell when
focusing their righteous wrath on a single powerful
opponent. Against a group of foes, they prefer to
Hollyphant Seekers fly overhead and unleash their destructive wave
Hollyphant seekers are messengers, heralds, and spell or use their powerful trumpet attacks. If they
helpers to beings in the Celestial planes. Not able become injured (reduced to half of its maximum
to transform into mammoths, hollyphant seekers hit points), a hollyphant knight casts shapeshift
aren’t warriors. Instead, they’re the ones most often to transform into its mammoth form, using their
sent to the Material plane to deliver messages, ability to fly along with its Trampling Charge to
investigate suspicious activity, and work with crash into foes from above. Their powerful Reflective
adventurers. Sometimes, seekers can be found in Aura makes the hollyphant knight a bane to
remote regions of the world that lack well-trained spellcasters in both of its forms.
priests, healing the sick and helping to build
temples to teach communities about the Gods.

In a confrontation that cannot be resolved by


words, hollyphant seekers do their best to support
any allies they might have with their healing and
protective magic. If a situation looks dire, they
attack with their trumpet, simultaneously sending
a telepathic message to a commanding angel, a
hollyphant knight or elder, or even a deity to come
to their aid against evil.

7
Hollyphant Elders Though they prefer to make deals that enhance
their influence over the mortal realms, in
With centuries of knowledge and experience across
combat their power is nearly limitless. They
the planes, hollyphant elders act as leaders and
punish intruders and those who defy their
spiritual guides. Often retired hollyphant knights,
infernal bargains, using their trumpet and melee
hollyphant elders are great strategists and advisors
attacks on their turn, while saving most of their
both on and off the battlefield. Their wisdom is
legendary actions to cast powerful spells to curse
sought out by beings on both the Celestial and
their foes and turn them against one another.
Material plane, though those seeking advice must
Once the gajasura knocks a creature down with
prove that the knowledge will be used for good.
their Trampling Charge, Trumpet of Blasting or
Most hollyphant elders have had ample time
Earthquake actions, they use their Stomp attack
to become masters at several unique hobbies.
and Trample legendary action to quickly pound
Popular hobbies include playing games of strategy
them into dust.
or chance, singing arias to soothe the hearts of
the grief-stricken, challenging adventurers with Even creatures that can withstand the gajasura’s
complicated riddles, and carving ice sculptures of might will find their defenses to be troublesome.
the Realms’ heroes and Gods with their tusks. The gajasura uses its Corruption Aura and
spells like teleport, banishment, forbiddance, and
Hollyphant elders rarely engage in combat, having
globe of invulnerability to amplify its protections.
gained enough wisdom in their lives to realize
Additionally, the gajasura often is protected by a
that violence begets violence and good leaders do
small army of undead or evil mortals that worship
not encourage its cycle. When forced to protect
it, and can cast planar ally to summon a powerful
themselves or others, however, hollyphant elders
otherworldly being. Defeating a gajasura is a task
are amongst the most powerful celestial beings in
for only the mightiest parties of adventurers.
the Upper Planes. They can use their mighty divine
magic even in their mammoth form, and their
spells are capable of wreaking havoc on enemies
from other planes, healing their injured allies from
mortal wounds, and even raising the dead after
they have fallen. If a battle seems lost, a hollyphant Ooooh, gajasura make me SO SO mad
!
elder will strive to survive and warn others, using Hollyphants are perfect and kind and
their teleport, etherealness, and plane shift spells to aren’t
supposed to be tempted by a devil’s
help as many of their allies escape as possible. promise of
ultimate power. When a hollyphant
falls from
grace and becomes a gajasura, the
y spread so
Gajasura much evil and bad mojo. But gajasur
a are REALLY
powerful and scary, and it takes a
Gajasura are evil hollyphants that have fallen from brave party of
grace, become corrupted by the Abyss, and turned adventurers to defeat them and sto
p their evil.
into a hybrid of devil and hollyphant. No longer Many brave hollyphants have perishe
d trying to
heavenly beings, gajasura have lost their wings and defeat gajasura.
their ability to shapeshift, leaving them stuck in
a corrupted mammoth form. With their demonic I have to stop talking about this
now. It makes
powers, they are able to use spells like geas, true me really sad and hollyphants are mea
nt to be
resurrection, and wish to bind mortals into infernal happy creatures.
contracts. Cultists and undead worship gajasura as
Gods, and gajasura will dress themselves in silks,
jewelry and mummy-like wraps to enhance their
image as a God. Gajasura are a rare and powerful
devil, and unlike many other devils, they always
dwell on the Material plane. They do not travel, and
instead build strongholds out of defiled temples
and ancient ruins that attract the undead and
necromancers.

8
Hollyphant Youngling Hollyphant Seeker
Small celestial, lawful good Small celestial, lawful good
Armor Class 14 (natural armor) Armor Class 16 (natural armor)
Hit Points 21 (6d6) Hit Points 31 (7d6+7)
Speed 20 ft., flying 60 ft. Speed 20 ft., flying 120 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
7 (-2) 12 (+1) 11 (+0) 10 (+0) 13 (+1) 13 (+1) 8 (-1) 16 (+3) 12 (+1) 12 (+1) 16 (+3) 14 (+2)
Saving Throws Con +2, Wis +3, Cha +3 Saving Throws Con +3, Wis +5, Cha +4
Damage Immunities poison Skills Insight +5, Perception +5
Condition Immunities poisoned Damage Resistances Bludgeoning, Piercing, and Slashing
from Nonmagical Attacks
Senses passive perception 11
Damage Immunities poison
Languages Common, Celestial, telepathy 120 ft.
Condition Immunities poisoned
Challenge 1/2 (100 XP)
Senses passive perception 15
Languages Common, Celestial, telepathy 120 ft.
Adorable Innocence. Good and Neutral creatures have
disadvantage on attacks made against the hollyphant. Challenge 2 (450 XP)
Magic Weapons. The hollyphant’s weapon attacks are
magical. Innate Spellcasting. The hollyphant’s innate spellcasting
ability is Wisdom (spell save DC 13). It can innately cast the
following spells, requiring no material components:
Actions
At will: Light
Tusks. Melee weapon attack: +0 to hit, reach 5 ft., one
2/day each: Bless, Cure Wounds, Protection from Evil and
target. Hit: 1 (1d6-2) piercing damage.
Good
Trumpet (2/day). The hollyphant blows air through its
Magic Weapons. The hollyphant’s weapon attacks are
trunk, creating a trumpet sound that can be heard out to a
magical.
range of 600 feet. The trumpet also creates a 30-foot cone
of energy that has one of the following effects, chosen by Messenger of the Gods. The hollyphant has advantage on
the hollyphant: saving throws against being charmed or frightened, and
when it uses its Trumpet action, it may immediately send a
Trumpet of Blasting. Each creature in the cone must
short telepathic message to any celestial being that it has
make a DC 11 Constitution saving throw. On a failed save,
met before.
a creature takes 7 (2d6) thunder damage and is deafened
for 1 minute. On a successful save, a creature takes half
as much damage and isn’t deafened. Nonmagical objects Actions
in the cone that aren’t being held or worn take 14 (4d6)
thunder damage. Tusks. Melee weapon attack: +1 to hit, reach 5 ft., one
Trumpet of Sparkles. Creatures in the cone must make target. Hit: 2 (1d6-1) piercing damage.
a DC 11 Constitution saving throw, taking 11 (2d8+2) radiant Trumpet (2/day). The hollyphant blows air through its
damage on a failed save, or half as much damage on a trunk, creating a trumpet sound that can be heard out to a
successful one. Evil creatures have disadvantage on the range of 600 feet. The trumpet also creates a 30-foot cone
saving throw. Good creatures in the cone take no damage. of energy that has one of the following effects, chosen by
the hollyphant:
Trumpet of Blasting. Each creature in the cone must
make a DC 13 Constitution saving throw. On a failed save, a
creature takes 14 (4d6) thunder damage and is deafened
for 1 minute. On a successful save, a creature takes half
as much damage and isn’t deafened. Nonmagical objects
in the cone that aren’t being held or worn take 28 (8d6)
thunder damage.
Trumpet of Sparkles. Creatures in the cone must make a
DC 13 Constitution saving throw, taking 16 (3d8+3) radiant
damage on a failed save, or half as much damage on a
successful one. Evil creatures have disadvantage on the
saving throw. Good creatures in the cone take no damage.

9
Hollyphant Knight Magic Weapons. The hollyphant’s weapon attacks are
magical.
Small celestial, lawful good
Reflective Aura. A shimmering aura forms a 15-foot-radius
Armor Class 19 (natural armor)
sphere around the hollyphant for as long as it lives. When
Hit Points 65 (10d6+30) a spell of 5th level or lower is cast from outside the barrier
targeting a creature or point within the barrier, the caster
Speed 20 ft., flying 120 ft.
must succeed on a DC 15 Arcana check. On a failed check,
STR DEX CON INT WIS CHA the spell is redirected at the caster. The hollyphant can use
an action to suppress this trait until its concentration ends
14 (+2) 12 (+1) 16 (+3) 12 (+1) 12 (+1) 19 (+4) (as if concentrating on a spell).
Saving Throws Con +6, Wis +4, Cha +7
Skills Athletics +5, Perception +4 Actions
Damage Resistances Bludgeoning, Piercing, and Slashing
from Nonmagical Attacks Smiting Tusks. Melee weapon attack: +5 to hit, reach 5 ft.,
one target. Hit: 5 (1d6+2) piercing damage and 27 (6d8)
Damage Immunities poison radiant damage.
Condition Immunities poisoned Trumpet (3/day). The hollyphant blows air through its
Senses passive perception 14 trunk, creating a trumpet sound that can be heard out to a
range of 600 feet. The trumpet also creates a 30-foot cone
Languages Common, Celestial, telepathy 120 ft. of energy that has one of the following effects, chosen by
Challenge 7 (2,900 XP) the hollyphant:
Trumpet of Blasting. Each creature in the cone must
make a DC 15 Constitution saving throw. On a failed save,
Innate Spellcasting. The hollyphant’s innate spellcasting
a creature takes 17 (5d6) thunder damage and is deafened
ability is Charisma (spell save DC 15). It can innately cast the
for 1 minute. On a successful save, a creature takes half
following spells, requiring no material components:
as much damage and isn’t deafened. Nonmagical objects
At will: Light in the cone that aren’t being held or worn take 35 (10d6)
2/day each: Bless, Cure Wounds, Protection from Evil and thunder damage.
Good Trumpet of Sparkles. Creatures in the cone must make a
1/day each: Banishment, Destructive Wave, Dispel Evil and DC 13 Constitution saving throw, taking 22 (4d8+4) radiant
Good, Shapechange (into a golden-furred mammoth with damage on a failed save, or half as much damage on a
feathered wings and a flying speed of 120 ft.), Teleport successful one. Evil creatures have disadvantage on the
saving throw. Good creatures in the cone take no damage.

10
Hollyphant Elder Magic Weapons. The hollyphant’s weapon attacks are
magical.
Small celestial, lawful good
Radiant Aura. An aura of holy light forms a 20-foot-radius
Armor Class 18 (natural armor)
sphere around the hollyphant for as long as it lives. When
Hit Points 82 (15d6+30) a spell of 5th level or lower is cast from outside the
barrier targeting a creature or point within the barrier, the
Speed 20 ft., flying 120 ft.
caster must succeed on a DC 17 Arcana check. On a failed
STR DEX CON INT WIS CHA check, the spell fails, and the caster takes 22 (5d8) radiant
damage and is blinded until the end of their next turn. The
14 (+2) 11 (+0) 14 (+2) 16 (+3) 20 (+5) 20 (+5) hollyphant can use an action to suppress this trait until its
Saving Throws Con +6, Wis +9, Cha +9 concentration ends (as if concentrating on a spell).

Skills Insight +9, Perception +9, Religion +9


Damage Resistances Radiant; Bludgeoning, Piercing, and Actions
Slashing from Nonmagical Attacks
Smiting Tusks. Melee weapon attack: +5 to hit, reach 5 ft.,
Damage Immunities poison one target. Hit: 5 (1d6+2) piercing damage and 27 (6d8)
Condition Immunities poisoned radiant damage.
Senses passive perception 19 Trumpet (3/day). The hollyphant blows air through its
trunk, creating a trumpet sound that can be heard out to a
Languages Common, Celestial, telepathy 120 ft. range of 600 feet. The trumpet also creates a 30-foot cone
Challenge 12 (8,400 XP) of energy that has one of the following effects, chosen by
the hollyphant:
Trumpet of Blasting. Each creature in the cone must
Innate Spellcasting. The hollyphant’s innate spellcasting
make a DC 17 Constitution saving throw. On a failed save, a
ability is Wisdom (spell save DC 17). It can innately cast the
creature takes 28 (8d6) thunder damage and is deafened
following spells, requiring no material components:
for 1 minute. On a successful save, a creature takes half
At will: Light, Message, Bless, Cure Wounds, Protection from as much damage and isn’t deafened. Nonmagical objects
Evil and Good in the cone that aren’t being held or worn take 56 (16d6)
3/day each: Banishment, Destructive Wave, Dispel Evil and thunder damage.
Good, Shapechange (into a golden-furred mammoth with Trumpet of Sparkles. Creatures in the cone must make a
feathered wings and a flying speed of 120 ft.), Teleport DC 17 Constitution saving throw, taking 33 (6d8+6) radiant
1/day each: Divine Word, Etherealness, Fire Storm, Plane damage on a failed save, or half as much damage on a
Shift successful one. Evil creatures have disadvantage on the
saving throw. Good creatures in the cone take no damage.
Magic Resistance. The hollyphant has advantage on saving
throws against spells and other magical effects.

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Mammoth (Hollyphant) Shapechanged Hollyphant. An asterisk (*) in this stat
block requires you to refer to the Shapechange spell and
Huge celestial, any alignment
a creature’s previous stat block regarding ability scores,
Armor Class 13 (natural armor) saving throws, and skills.
Hit Points 126 (11d12+55) Trampling Charge. If the mammoth moves at least 20 feet
straight toward a creature and then hits it with a gore
Speed 40 ft., flying 120 ft.
attack on the same turn, that target must succeed on a DC
STR DEX CON INT WIS CHA 18 Strength saving throw or be knocked prone. If the target
is prone, the mammoth can make one stomp attack against
24 (+7) 9 (-1) 21 (+5) * * * it as a bonus action.
Saving Throws *
Skills * Actions
Damage Resistances Radiant; Bludgeoning, Piercing, and
Slashing from Nonmagical Attacks
Gore. Melee weapon attack: +10 to hit, reach 10 ft., one
target. Hit: 25 (4d8+7) piercing damage.
Senses passive perception *
Stomp. Melee weapon attack: +10 to hit, reach 5 ft., one
Languages Common, Celestial, telepathy 120 ft. prone creature. Hit: 29 (4d10+7) bludgeoning damage.
Challenge 6 (2,300 XP) Trumpet *. The hollyphant can use its Trumpet ability,
referring to its normal stat block to do so.

Some hollyphants can


transform into HUUUGE
mammoths, with strong
tusks and a mean stomp!
Angels ride them and they
are really good warriors.
Unlike this really gentle
fella to the left, though,
hollyphants in mammoth form
keep their golden fur and
colorful wings. We also keep
our auras and magic abilities,
no matter how big we get!

12
Gajasura Legendary Resistance (3). If the gajasura fails a saving
throw, it can choose to succeed instead.
Huge legendary fiend (devil), lawful evil
Magic Resistance. The gajasura has advantage on saving
Armor Class 19 (natural armor)
throws against spells and other magical effects.
Hit Points 250 (20d12+120)
Magic Weapons. The gajasura’s weapon attacks are
Speed 40 ft. magical.
Trampling Charge. If the gajasura moves at least 20 feet
STR DEX CON INT WIS CHA
straight toward a creature and then hits it with a gore
25 (+7) 11 (+0) 23 (+6) 16 (+3) 20 (+5) 20 (+5) attack on the same turn, that target must succeed on a DC
Saving Throws Con +12, Wis +11, Cha +11 22 Strength saving throw or be knocked prone. If the target
is prone, the gajasura can make a stomp attack against it
Skills Arcana +9, Athletics +13, Insight +11, Perception +11 as a bonus action.
Damage Resistances Necrotic; Bludgeoning, Piercing, and
Slashing from Nonmagical Attacks
Actions
Damage Immunities poison
Condition Immunities charmed, diseased, frightened, Gore. Melee weapon attack: +13 to hit, reach 10 ft., one
poisoned target. Hit: 25 (4d8+7) piercing damage and 22 (5d8)
necrotic damage.
Senses truesight 120 ft.
Stomp. Melee weapon attack: +13 to hit, reach 5 ft., one
Languages Common, Celestial, telepathy 120 ft. prone creature. Hit: 29 (4d10+7) bludgeoning damage.
Challenge 18 (20,000 XP) Trumpet (recharge 5-6). The gajasura blows air through its
trunk, creating a trumpet sound that can be heard out to a
range of 600 feet. The trumpet also creates a 30-foot cone
Corruption Aura. An aura of corrupt infernal energy forms of energy that has one of the following effects, chosen by
a 30-foot-radius sphere of purple light around the gajasura the gajasura:
for as long as it lives. Creatures that start their turn within
the aura have disadvantage on all saving throws until the Trumpet of Blasting. Each creature in the cone must
beginning of their next turn. Any Good or Neutral creature make a DC 19 Constitution saving throw. On a failed save, a
that ends its turn within the aura must succeed on a DC 19 creature takes 42 (12d6) thunder damage, and is deafened
Charisma saving throw, or take 14 (4d6) necrotic damage. for 1 minute and knocked prone. On a successful save, a
creature takes half as much damage and isn’t deafened or
Innate Spellcasting. The gajasura’s innate spellcasting knocked prone. Nonmagical objects in the cone that aren’t
ability is Charisma (spell save DC 19). It can innately cast the being held or worn take 84 (24d6) thunder damage.
following spells, requiring no material components:
Trumpet of Hellfire. Creatures in the cone must make
At will: Bestow Curse, Darkness, Dispel Magic, Hold Monster a DC 19 Constitution saving throw, taking 33 (6d8+6) fire
3/day each: Banishment, Create Undead, Forbiddance, damage and 33 (6d8+6) necrotic damage on a failed
Geas, Teleport save, or half as much damage on a successful one. Good
creatures have disadvantage on the saving throw. Evil
1/day each: Dominate Person, Eyebite, Globe of
creatures in the cone take no damage.
Invulnerability, Planar Ally, True Resurrection
1/month: Wish

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