# Maelephant
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<div class="grid-container"><div class="MON">Maelephant</div>
<div class="CR">CR 10 (9,600 XP)</div>
<div class="SOU">Fiend Folio pg. 120</div>
<div class="SYS">Dungeons & Dragons 3.5</div></div>
LE Large Outsider (evil, lawful)
**Init** +0
**Senses** darkvision 120 ft., superior low-light vision, scent; **Perception** +17
#### defense
**AC** 20, 13 touch, 20 flat-footed (+4 dodge, +11 natural, -1 size)
**hp** 84 (8d10+40); fast healing 2
**Fort** +11, **Refl** +2, **Will** +14
**Defensive Abilities** defensive stance (23 rounds/day), defensive powers (clear mind, fearless defense, internal fortitude, roused defense)
**Feint** 27, **Demoralize** 22
**DR** 10/magic; **SR** 21
#### offense
**Speed** 30 ft.
**Melee** 2 claws +15 (1d6+6 plus grab), gore +13 (2d6+3)
**Space** 10 ft., **Reach** 5 ft.
**Special Attacks** breath weapon, frenzied charge
**Spell-Like Abilities** (CL 8th, Concentration +10)
> **At will**— _alarm_, _entangle_, _gust of wind_, _light_, _true seeing_, _warp wood_
> **3/day**— _blade barrier_, _baleful polymorph_
#### statistics
**Str** 26, **Dex** 11, **Con** 20, **Int** 14, **Wis** 19, **Cha** 15
**BAB** +8, **CMB** +17 (+19 to Bull Rush), **CMD** 27, **TA** +15, **RTA** +7
**Feats** [[Alertness]], [[Improved Bull Rush]], [[Iron Will]], [[Multiattack]]
**Skills** Acrobatics +11, Appraise +10, Diplomacy +13, Intimidate +13, Knowledge (planes) +13, Perception +17, Sense Motive +17, Survival +15
**Languages** Common, Infernal
#### special abilities
### Breath Weapon (Su)
Three times per day, a maelephant can breathe out a cloud of noxious vapor 10 feet wide and 30 feet long. Victims within the area of the cloud must succeed at a DC 17 Fortitude save or be afflicted with the Amnesia madness. This poison cannot be recovered from naturally, though neutralize poison will also clear the amnesia.
### Defensive Stance (Ex)
A maelephant can adopt a defensive stance as a free action. In this defensive stance, the maelephant gains a +4 morale bonus to Strength and Constitution, a +2 morale bonus to Will saves, and a +4 dodge bonus to Armor Class. A maelephant cannot willingly move during his defensive stance, and if he does so, the defensive stance ends. A maelephant can end its defensive stance at will as a free action; after ending the stance, he is fatigued for a number of rounds equal to 2 times the number of rounds he spend in defensive stance. A maelephant cannot enter a defensive stance while fatigued or exhausted, but can otherwise enter a stance multiple times during an encounter.
A defensive stance requires a level of emotional calm, and it may not be maintained by a character in a rage (such as from the rage class feature or the _rage_ spell)
### Frenzied Charge (Ex)
When a maelephant uses the charge action, it can move up to 3 times its speed and gains a +4 bonus to attack.
#### ecology
**Terrain** Nine Hells
**Organization** Solitary
**Treasure** Double
**Advancement** 9–16 HD (Large); 17–24 HD (Huge)
A maelephant's stats outside of defensive stance are: **Str** 22, **Dex** 11, **Con** 16, **Int** 14, **Wis** 19, **Cha** 15, **AC** 20, 9 touch, 20 flat-footed; hp 68; **Fort** +9, **Refl** +2, **Will** +12; **CMB** +15; **CMD** 25
The maelephant is a powerful guardian fiend used to protect and defend the treasuries of fiends and wizards. The creature is humanoid in basic shape, standing 9 feet tall and weighing 800 pounds. A maelephant’s hands appear oversized for its body and are tipped with claws. Its head is similar to a small-eared elephant’s head, having a smallmouth filled with tiny teeth, small rheumy red eyes, and along, coiling trunk tipped with a long, thin spike.
Originally created by powerful baatezu lords to serve as guardians, many maelephants escaped their servitude when their lords were deposed. Now each one travels the Lower Planes alone, driven by an overwhelming urge to protect and guard, though it has nothing of its own to protect. If a powerful individual can provide a maelephant with the great amount of living flesh it needs for sustenance, it readily agrees to serve as a guardian for that individual.
### Combat
A maelephant fights to the death to protect its territory or its charge, and it never pursues intruders or thieves to a distance out of sight of whatever it is guarding. A maelephant is equally effective at holding the line and preventing passage into an area as it is at forcing intruders to retreat. A maelephant never leaves its post, and it immediately breaks off any attack to protect a new threat to its charge, using its roused defense power to re-enter defensive stance. It usually spends the first few rounds of combat using spell-like abilities to erect a defensive screen around its charge.
Maelephants can be summoned using a _summon monster VIII_ spell.