Elephant-headed guardians of the lower planes, bred for perfect obedience, who crush foes in their claws, impale them with a barbed trunk, and erase memories with their breath.
Maelephants are big, roughly upright creatures with a huge elephant head and a trunk tipped by a barbed spike. They speak a language of their own, and many also know the common tongue.
Nonmagical weapons cannot hurt a maelephant. It is never surprised, sees with 240-foot infravision, has twice human hearing and smell, and regenerates 2 hit points each round. On guard duty it never checks morale and fights until slain.
It attacks with two claws (1d6 each) and its trunk spike (2d6). If both claws hit in one round the target is pinned, taking 1d3 crushing damage per round while every later spike attack hits automatically. The victim escapes with a Strength check at -5, or when the maelephant suffers more than 12 points of damage during the hold. A charging maelephant moves at 18 and gains +2 to all attacks, for the opening round only.
Three times daily it can exhale a noxious cloud 10 feet wide and 30 feet long. Those caught must save vs. poison or lose all memory until treated with neutralize poison; slow poison does nothing. The vapor works through skin, so anyone whose clothing covers half or more of the body gains +2 on the save.
Once per round, one at a time, it can use alarm, bind, entangle, gust of wind, light, true seeing and warp wood at will, plus blade barrier and polymorph other three times a day each.
Powerful fiends contract them to guard an object or place, usually for a century, and nearly all honor the deal absolutely.
The Dread Eight who rule the hells first made maelephants as servants, breeding obedience into them above every other trait. No one knows how they multiplied beyond the Eight's service, but any lower-planar power with something vital to protect seeks one out.
More: Monsters starting with M · Planescape monsters · All monsters A-Z
| Climate/Terrain | Lower Planes |
|---|---|
| Frequency | Rare |
| Organization | Solitary |
| Activity Cycle | Any |
| Diet | Carnivore |
| Intelligence | High (13-14) |
| Treasure | Nil (see below) |
| Alignment | Lawful neutral (evil) |
| No. Appearing | 1 |
| Armor Class | 0 |
| Movement | 12 |
| Hit Dice | 8+2 |
| THAC0 | 13 |
| No. of Attacks | 3 |
| Damage/Attack | 1d6/1d6/2d6 |
| Special Attacks | Crush, charge, memory loss |
| Special Defenses | Regeneration, +1 or better weapon to hit |
| Magic Resistance | 30% |
| Size | L (9' tall) |
| Morale | Fearless (19-20) |
| XP Value | 10,000 |