Figurine of TantronParagon Level
This black marble statue of an elephant has eyes that glitter like the sapphires they are. But they also follow movement around the room as if the figurine were a living thing.
The Figurine of Tantron is a wondrous item and a figurine of wondrous power.
Power (Conjuration) ✦ Encounter (Standard Action)
Use this figurine to conjure Tantron, a huge elephant that appears to be made of black marble (see below for statistics). As a free action, you can spend up to two healing surges when activating this item; each one gives the elephant temporary hit points equal to your healing surge value.
On the platform on its back, Tantron can carry one Large or up to five Medium creatures weighing no more than 5,000 pounds total. If more than 5,000 pounds are placed on it, Tantron refuses to move until the load is under his limit.
Tantron
Huge natural animate (mount)
| HP 50; Bloodied 25 | Initiative as conjurer |
| AC 29, Fortitude 32, Reflex 26, Will 26 | Perception+13 |
| Speed 8, swim 6 | |
Standard Actions
(⚔) Stamp
Attack: Melee 1 (one creature); +19 vs. AC
Hit: 2d12 + 8 damage and the target is knocked prone.
Triggered Actions
Trampling Charge (mount) ✦ At-Will
Trigger: Tantron is charging while mounted by its owner.
Effect: Tantron can move through one Medium or smaller creature's space and make a stamp attack against that creature. Tantron must end its move in an unoccupied space, and the rider still attacks at the end of the mount's movement.
Str 26 (+16) Dex 16 (+11) Wis 10 (+8)
Con 22 (+14) Int 5 (+5) Cha 15 (+10)
Alignment Unaligned Languages -
An artifact-level version of the figurines of wondrous power found in Adventurer's Vault, the Figurine of Tantron is a capable mount for an entire group of PCs, and if they treat it well, it's a mobile headquarters as well.
Goals of the Figurine of Tantron
- Bear its owner in regal style across the world.
- Rampage and crush.
- Find others of its kind.
Roleplaying the Figurine of Tantron
In its animate form, Tantron has the intellect and demeanor of a particularly smart dog. It can follow multi-step commands, avoid hazards on its own, and reason its way through dilemmas. It doesn't speak, but its roars, bellows, and snorts are expressive enough, and its owner instinctively knows what it wants. How friendly Tantron is depends on the concordance score.
Concordance
| Starting score | 5 |
|---|---|
| Owner gains a level | +1d10 |
| Tantron uses its trampling charge power | (maximum 1/day) +1 |
| Tantron crushes something worth at least 1,000 gp under its feet | (maximum 1/day) +1 |
| Tantron interacts with friendly huge creatures | +1 (+2 if the creatures are elephants) |
| Tantron is conjured indoors or underground | -1 |
| Tantron takes damage from a PC or its allies | -2 |
Pleased (16–20)
“We're inside the howdah! How can it possibly have a wine cellar?”
Property
Once per day, Tantron can travel to any teleportation circle whose sigil sequence you have memorized, as per the Planar Portal ritual. You must be resting on or in the howdah, and you and any other creatures on Tantron travel with him. Tantron requires 10 minutes to complete the transition.
Property
When you summon Tantron, he appears with a howdah that acts as a Mordenkainen's mansion (described on page 167 of the Player's Handbook), except that it's even more lavish, with a courtyard, fountains of water and wine, and a full staff of noncombatant servants. The mansion lasts as long as Tantron is active, but creatures can't remain inside when Tantron becomes a figurine.
Satisfied (12–15)
“Climb aboard. Tantron will get us there in no time.”
Property
Tantron can remain in elephant form as long as you wish. A minor action is sufficient to turn him back into a figurine.
Property
Tantron benefits from Shadow Walk (Player's Handbook, page 312); multiply Tantron's overland travel speed by 5.
Normal (5–11)
“Charge, Tantron!”
Unsatisfied (1–4)
“Um, why is Tantron turning back toward us?”
Property
Whenever Tantron takes damage, roll 1d6 at the start of its next turn. On a roll of 1 or 2, Tantron attacks its owner (if present) or any of the owner's allies.
Angered (0 or lower)
“It's gone berserk! Run!”
Property
Whenever Tantron takes damage, it attacks its owner (if present) or any of the owner's allies.
Moving On
Tantron misses others of its kind. Maybe it's going to look elsewhere—or maybe Tantron found them and is living among them now.
Published in Dragon Magazine 368.