Teraphant
Level 9Attacks
Abilities
A teraphant can sense the emotions of creatures within 120 feet as an imprecise sense. Emotion sense is a precise sense against creatures under an emotion effect. A creature under the effects of Calm can't be noticed via emotion sense.
Trigger A creature within 60 feet of the teraphant is targeted by a spell or ability with the emotion trait Effect The teraphant also benefits from the spell or effect, as though it were an additional target for 1 minute or until the triggering spell or ability ends.
Requirements The teraphant has a creature Grabbed
The teraphant slams the creature onto one of its horns. The target must attempt a DC 27 reflex save or suffer (3d6+9) piercing,1d6 bleed damage ((6d6+18) piercing,1d6 bleed damage on a critical failure).
The teraphant lets out a loud trumpet that deals 8d8 mental damage (DC 27 will save) in a 30-foot cone. A creature that fails its save is also pushed 15 feet (30 feet on a critical failure). If a pushed creatures strikes a solid barrier, it takes 3d6 bludgeoning damage and stops. The teraphant can't use Psychokinetic Trumpet again for 1d4 rounds.
Large or smaller, foot, DC 27 reflex The monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure).
A Medium or smaller creature hit by the teraphant's trunk is Grabbed. If the teraphant moves, it can bring the grabbed creature along with it.