HOLLYPHANT (Holyphant)


<(left? = hollyphant)>
<lack of golden fur>

FREQUENCY: Rare
FREQUENCY: Rare ([Astral Plane])
FREQUENCY: Rare ([Ethereal Plane])

FREQUENCY: Very rare ([Cold Civilized Mountains], [Cold Civilized Hills], [Cold Civilized Swamp], [Cold Civilized Plains], [Cold Civilized Desert])
FREQUENCY: Very rare ([Cold Wilderness Hills], [Cold Wilderness Swamp], [Cold Wilderness Plains], [Cold Wilderness Desert])
FREQUENCY: Rare ([Cold Freshwater Surface])
FREQUENCY: Rare ([Cold Saltwater Surface])

FREQUENCY: Very rare ([Temperate Civilized Mountains], [Temperate Civilized Hills])
FREQUENCY: Very rare ([Temperate Civilized Swamp], [Temperate Civilized Plains], [Temperate Civilized Desert])
FREQUENCY: Very rare ([Temperate Wilderness Mountains], [Temperate Wilderness Hills], [Temperate Wilderness Swamp], [Temperate Wilderness Plains])
FREQUENCY: Very rare ([Temperate Wilderness Desert])
FREQUENCY: Rare ([Temperate Freshwater Surface])
FREQUENCY: Rare ([Temperate Saltwater Surface])

FREQUENCY: Very rare ([Tropical Civilized Mountains], [Tropical Civilized Hills])
FREQUENCY: Very rare ([Tropical Civilized Swamp], [Tropical Civilized Plains], [Tropical Civilized Plains])
FREQUENCY: Very rare ([Tropical Wilderness Mountains], [Tropical Wilderness Hills], [Tropical Wilderness Swamp]
FREQUENCY: Very rare ([Tropical Wilderness Plains], [Tropical Wilderness Desert])
FREQUENCY: Rare ([Tropical Freshwater Surface])
FREQUENCY: Rare ([Tropical Saltwater Surface])

NO. APPEARING: 1-3
ARMOR CLASS: <(+1: )>-4
MOVE: 9" / 42" (MC: B)
HIT DICE: 8+8
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 2 <(tusks)>
DAMAGE/ATTACK: 1-3/1-3
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 60%
INTELLIGENCE: Genius
ALIGNMENT: Good (lawful)
SIZE: S (2' + long)
PSIONIC ABILITY: 201-300
    Attack/Defense Modes: All / all
LEVEL/X.P. VALUE: VIII | 3750 + 14

Hollyphants are creatures of the Upper Outer Planes.
They are used as messengers && helpers by the deities, and as such are sometimes <1> encountered on the PMP.
When so seen, there will be from 1 to 3 hollyphants flying, for it is only 5% probable that a hollyphant will be going by foot.
The sight of the strange, golden-furred creatures will engender great fondness and desire to cooperate in good characters, <2>
unease in those of N <3> standing, <4>
and loathing tinged with {fear} in evil characters. <5>
This reaction is caused by the sort of telepathic aura <6> which surrounds hollyphants.
No save is permitted.
Hollyphants desire to aid Good, dislike Neutral, and will seek to destroy Evil. <7>

Normal attack is bi means of their upward-jutting tusks, but hollyphants <>
have far more effective attack && defense modes.

Three <3> times per day each hollyphant can trumpet through its trunk.
Each blast can deliver
the results desired by the particular hollyphant:
    blasting as per horn of blasting;
    deafening as per drums of deafening but in a cone-shape 1" x 3" x 7";
    and sun-sparkles, which is a cone-shaped blast of positive energy particles, 1" x 2" x 5",
    that inflicts 8d6+8 points of damage on creatures such as undead and those of the Lower Outer Planes.

Hollyphants are able to use the following spell-like powers,
1 at a time,
1 per round,
at will,
at 16th level of ability:
    banish once <1> per day (see below);
    bless,
    cure serious wounds twice <2> per day;
    flame strike once <1> per day;
    heal once <1> per day;
    light,
    protection from evil (within a 10-foot radius) twice <2> per day;
    raise dead once <1> per day,
    and teleport with no error.

Live hollyphants are always protected by a globe of invulnerability radiated by their fur.
Their tusks give them immunity to all diseases and poisons,
but the tusks do not function thus for others.
They are harmed only by +1 or better magic weapons.
They automatically detect evil in a 2" radius.
Hollyphants can gate (50% success) another hollyphant*
(70%) or an appropriate deva** (30%).
<>

Psionic disciplines are usually 4 minor and 2 major ones.
They never duplicate the hollyphant's spell-like or other powers. <or other = ??>
Communication is by their own speech or by a limited <added to DMG>
form of telepathy.

Hollyphants are travelers of the Astral and Ethereal planes, of course <link: projection?travel?both> <link: armor of etherealness?>
for they must travel there in the course of their duties. <add to MOVE, along with teleport without error>

The golden fur of these creatures seems to glow.
Their wings are also golden and their small tusks are ivory-coloured. <c>
Hollyphant eyes are amber-colored to glowing brown, large, and kindly. <GT=kindly>

* As an alternative, a baku, [lammasu], [opinicus], [shedu], etc., might be possible.

** As an alternative, [greater lammasu], [greater shedu], [ki-rin], [phoenix], etc., might be possible.
 
 

A banishment spell forces some creature from another plane to return
instantly to its own abode. The subject cannot come back without some
special summoning or means of egress from its own plane. More than 1
creature can be forced into magical banishment, if within 2" range and if
the total hit dice of all affected is 32 or less. If the subject creature makes
its saving throw vs. the spell, the hollyphant will be stung by a backlash
of energy, take 2-12 points of damage, and be stunned for 2-12 segments.
<edit, UA descrip instead>
 

<1: make list of deities>
<2: TALK modifier?>
<3: (with respect to good & evil)>
<4: TALK modifier?>
<5: TALK modifier? % chance of fear spell?>
<6: link?>
<7: TALK modifier? TALK modifier? FIGHT>