So, the amazing Jacob Blackmon (support his Patreon!) illustrated a cephalopod – elephant creature, and I was so taken with it I knew I had to write it up for Starfinder. The flavor text below is geared around the really Wild West setting, but you could equally well use it as a mutation in a GammeFinder game, or just a weird creature for a typical Starfinder science-fantasy campaign.
Cephalephants are native to the shores of the Kingdom of Orungu, on the western equatorial coast of Africa. They are amphibious, able to breath both air and water, and powerful swimmers. They mate for life, and give birth in the water, with young cephalephants not bale to move onto land until they are 7-8 weeks old.
The Myènè speaking people of Orungu accept cephalephants as sapient equals, and local law has always given them right-of-way through Orungu lands and waters, as long as they do not do significant damage to an area. However, as the tentacled pachyderms are not tool-users and depend on telepathy and memory-ivory to communicate and pass down their culture, many other nations see them as no more intelligent than a typical dog or camel. There are only two places they are commonly found outside of Orungu — Germany (where a expedition herd migrated to petition for inclusion in the Paderborn Edicts, but arrived decades too late and are now waiting for the 1896 council), and Montana, U.S. (where a small herd has maintained itself while searching for some mammoth-related item they consider to be of great importance.
While cephalephants are as sapient as typical humanoids, they are also insular and slow to trust. When they are threatened or attacked, or those they think of as allies of the herd are, they are quick to respond with overwhelming force (especially bulls). The long-term safety and security of the herd–often as defined by its matrons and young–are considered much more important than the life of a single member.
Cephalephants eschew tool use not out of stupidity, but because their own tool-making is limited by a nomadic lifestyle that includes spending a great deal of time in water, and a focus on training as mystics. Most cephalephants prefer to learn magic that augments their daily needs, rather than become proficient with objects.
Cephalephant CR 6
N Huge magical beast (aquatic)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +13
DEFENSE HP 90
EAC 18; KAC 20
Fort +10; Ref +10; Will +5
Defensive Abilities Camouflage
Speed 50 ft., swim 20 ft.
Melee gore +13 (3d4+13 P, critical bleed 1d6)
tentacle +15 (1d8+13 B, grab)
Space 15 ft.; Reach 10 ft. (20 ft., tentacle)
Offensive Abilities Ink cloud (DC 14)
Str +5; Dex +2; Con +3; Int +1; Wis +2; Cha +1
Skills Athletics +13 (+21 when swimming), Profession +13, Stealth +22, Survival +13
Other Abilities amphibious
Camouflage (Ex) A cephalephant can change its exterior to match the coloration of its surroundings. This allows it to hide even when they do not have cover or concealment.
Ink Cloud (Ex) A cephalephant can create a 20-foot radius cloud of ink that works in air or underwater. this acts as a smoke grenade (DC 14). All cephalephants are immune to a cephalephant’s ink cloud.
Environment temperate coasts
Organization solitary, pair, family (3-5), or herd (6-30)
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