Max Elephant is the answer to “what’s still standing at the end of the fight.” It isn’t fast and it isn’t clever, but nothing short of a special grade curse puts it down in one exchange.
Huge shikigami, unaligned
| Stat | Value |
|---|---|
| Armor Class | 16 |
| Hit Points | 136 (13d12 + 52) |
| Speed | 40 ft. |
| Challenge | 10 |
| Summon Cost | 10 Cursed Energy |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 24 (+7) | 9 (-1) | 19 (+4) | 3 (-4) | 10 (+0) | 6 (-2) |
Senses darkvision 60 ft., passive Perception 10 · Languages understands its sorcerer’s commands but can’t speak
Traits
Cursed Manifestation. Only creatures that can sense cursed energy can perceive or harm Max Elephant. It is exorcised when reduced to 0 hit points and can’t be summoned again until its sorcerer finishes a long rest.
Bound Servant. Max Elephant cannot act on its own initiative. Its sorcerer uses a bonus action to command it to take an action.
Actions
Multiattack. Max Elephant makes two Slam attacks.
Slam. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 7) bludgeoning damage, and a Large or smaller target is pushed 10 feet away and knocked prone.
Stomp (Recharge 5-6). Max Elephant stomps the ground. Each creature within 15 feet of it must succeed on a DC 18 Strength saving throw or take 27 (5d8 + 5) bludgeoning damage and be knocked prone; on a success, a creature takes half damage and isn’t knocked prone.