The hulking abomination’s necrotic skin is covered in glowing runes, and acid sloshes out of blackened punctures in its distended belly with every shambling step it takes. It has no eyes, but its head is covered with eye tattoos that seem to be looking everywhere at once.

Born of Failed Rituals. No force is more dangerous to an ambitious ogre mage than its own magic. Ogres are superstitious creatures, and their magi keep them in line through fear of arcane power. The most effective way for an ogre mage to remind its dullard brethren of their arcane might is by publically and dramatically communing with the tribe’s ancestral spirits. An elophar is created when an ogre mage bungles a ritual to call forth the spirits of the dead. During this failed ritual, its conductor is instantly struck dead and all the summoned spirits run rampant, trying to possess their summoner’s lifeless corpse all at once.

Controlled by Many Spirits. An elophar is not an unintelligent undead creature; it possesses the combined memories of all the spirits vying for control of its body. Because of the ceaseless struggle between the possessing spirits, the elophar rarely follows one course of action for long, erratically changing tactics from instant to instant.

Undead Nature. The elophar doesn’t require air, food, drink, or sleep.


Large undead, chaotic evil
Armor Class 8
Hit Points 126 (12d10 + 60)
Speed 30 ft.
19 (+4) 6 (-2) 20 (+5) 16 (+3) 3 (-4) 10 (+0)

Saving Throws Con +7, Wis -2
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 6
Languages Common, Giant, Infernal
Challenge 4 (1,100 XP)

Ectoplasmic Spray. When the elophar takes damage other than acid damage, corrosive ectoplasm bursts from its distended stomach. The elophar takes 7 (2d6) acid damage and all creatures within 10 feet of it must make a DC 13 Dexterity saving throw, taking 7 (2d6) acid damage on a failed save, or half as much damage on a successful one.

Possessed by Ancestors. The chaos of combat causes an elophar to swap between personalities at the start of each of its turns. To determine which spirit is in control, roll on the table below (it is possible for one spirit to remain in control for multiple rounds if it is rolled multiple rounds in a row):
1d6 Spirit
1 Cautious: creates space between itself and its enemies and casts spells.
2 Fickle: attacks a creature it didn’t last round.
3 Terrified: uses the Disengage action to run as far away from enemies as possible.
4 Bloodthirsty: attacks the nearest creature.
5 Hateful: only attacks the last creature it damaged.
6 Courageous: makes melee attacks against the most threatening enemy.

Runic Spellcasting. The runes etched on the elophar’s rotting skin allow it to cast spells. The elophar’s runic spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The elophar can innately cast the following spells, requiring no material components:
At will: acid splash, chill touch, poison spray
3/day: grease, thunderwave
1/day: enlarge/reduce


Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

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