Hollyphant, Winged Mastodon Form

Large Outsider (Extraplanar, Good) — CR 8

()Updated 3.5

Hollyphant, Winged Mastodon Form is a D&D 3.5 monster from —. CR 8, HD 6d8+6 (33 hp).

Hit Dice
6d8+6 (33 hp)
Initiative
+1
Speed
land 30 ft, 30 ft., fly 60 ft. (good)
Base Attack / Grapple
+6/+16
Attack
Slam +11 melee
Full Attack
2 slams +11 melee and gore +6 melee
STR
22
DEX
13
CON
12
INT
17
WIS
18
CHA
17
Fort / Ref / Will
+6 / +6 / +9
Challenge Rating
8
Alignment
Always neutral good
Organization
Solitary or family (2-4)
Treasure
None
Level Adjustment
+9
Spell Resistance
18

Special Abilities

PsionicsSummon CelestialTrumpetAlternate FormInvulnerabilityTelepathy

Feats

A 60-foot cone-shaped burst of sound forces creatures in its area to make a DC 14 Fortitude save or take 2d10 points of sonic damage and be stunned for 2 rounds. Creatures that make a successful save take 1d10 points of sonic damage and are stunned for 1 round. This DC is Constitution-based.A 30-foot cone-shaped burst of star sparkles. These motes of holy power deal 8d8 points of damage to evil outsiders, undead, and any other creature vulnerable to holy water. A successful DC 16 Fortitude save reduces the damage by half. This DC is Charisma-based. 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).

Description

A 60-foot cone-shaped burst of sound forces creatures in its area to make a DC 14 Fortitude save or take 2d10 points of sonic damage and be stunned for 2 rounds. Creatures that make a successful save take 1d10 points of sonic damage and are stunned for 1 round. This DC is Constitution-based.A 30-foot cone-shaped burst of star sparkles. These motes of holy power deal 8d8 points of damage to evil outsiders, undead, and any other creature vulnerable to holy water. A successful DC 16 Fortitude save reduces the damage by half. This DC is Charisma-based. 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).