Deep Dive - The Hollyphant
The Hollyphant has been around since the 1st edition, flying under the radar throughout the years. That has changed, as recently, the Hollyphant has taken center stage in some high-profile releases. First, there was Lulu, the loyal mount and BFF of Zariel in Baldurs Gate: Descent into Avernus (2019). Most recently, the smash hit video game Baldur’s Gate 3 (2023) gave us Investigator Valeria, a Hollyphant looking into a series of murders.
We are thrilled at the Hollyphant’s second coming. What’s not to love about a miniature flying elephant? Better yet, it’s a celestial being whose purpose is to spread light and goodness wherever it goes. You might be wondering if we are talking about an actual Dungeons & Dragons creature. We know we are always saying the creatures we write about are trying to kill you, so we know how confusing this may seem.
1e - Hollyphant
Frequency: Rare
No. Appearing: 1-3
Armor Class: -4
Move: 9”/42” (MC:B)
Hit Dice: 8+8
% in Lair: Nil
Treasure Type: Nil
No. of Attacks: 2
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/Defence Modes: All/all
Level/XP Value:
VIII/3750 + 14/hp
These adorable creatures burst onto the scene in the Monster Manual 2 (1982), and we imagine people throughout the community rejoiced. Kittens everywhere couldn’t compete with the Hollyphant when it comes to cuteness. The Hollyphant looks like a miniature elephant, covered in golden fur, tiny ivory tusks, and little wings that sprout from its back. Like we said, it's adorable. They are even more captivating when you gaze into their glowing brown eyes and feel the warmth radiating from them.
The Hollyphant are genius intelligence level creatures of good alignment who typically reside in the Upper Outer Planes. Their day job can sometimes take them to the Prime Material Plane, as the Hollyphant's primary role in the universe is to serve as a messenger or assistant to good-aligned gods and deities. If you are fortunate enough to run across a Hollyphant on the Material Plane, you may see up to three fly merrily along, hard at work.
That merriment will quickly dissipate when they encounter a neutral, or gods help them, an evil creature. The Hollyphant has a unique telepathic aura that encompasses them, and it affects creatures in different ways, depending on their alignment. Good-aligned creatures will feel warm and fuzzy, and the Hollyphant will be inclined to help them. Neutral creatures will feel a bit uneasy, and we imagine the feeling is similar to when you were in high school and were waiting outside the principal's office after a 'misunderstanding.' Neutral creatures get a hard stare from the Hollyphant, which will wrinkle up its nose trunk at them but not attack. If you're evil, you can forget about it, as you'll be a swirling mess of repulsion and loathing, and the Hollyphant won't even say hello before it tries to gouge your eyes out with its little tusks.
Though, it’s not the tusks you have to worry about if you find yourself fighting a Hollyphant. Our golden little elephant friends have every psionic attack and defense mode at their disposal. We could write a book about the insanity of psionic powers in this edition, here are a few of the powers the Hollyphant would possess: Psionic blast, a wave of brain force used to give the target the worst headache ever. Mind blank, the ability to clear your mind to protect against attacks. Psychic Crush, a power where you launch a massive assault upon all neurons in the brain of your enemy.
The Hollyphant also possesses several spell-like abilities, which they can use at will, limited only by the number of times they can cast it daily. Banishment is the most powerful of the Hollyphant's spells. Once per day, the Hollyphant can cast the spell and warp the target back to their home plane. They can even banish multiple creatures so long as they are within range of each other and if the total hit dice is no more than 32. They can also cast bless, light, protection from evil, and cure serious wounds twice per day. Flame strike, raise dead, heal, and teleport without error can be cast by the Hollyphant once per day. All of this spellcasting is done as a 16th-level spellcaster, so that's no inconsequential bolt of flame we're talking about.
We've saved the best of the Hollyphant's abilities for last. The Hollyphant can also trumpet a cacophony of sounds and lights from their trunks three times a day. The Hollyphant has three different types of effects to choose from, each delivering a unique and devastating blow. The Hollyphant can let loose a sound whose effects mimic drums of defeating, causing everyone in its blast range to be stunned for up to 8 rounds and rendered deaf until magic is used to repair your ruptured eardrums. The second sound is equivalent to being subjected to a horn of blasting, which will stun and deafen those targeted by the Hollyphant and deliver massive physical damage to buildings and structures.
The final blast is a hoot. When the Hollyphant trumpets, a cone-shaped blast of shiny sun sparkle erupts from its trunk. These positive energy bits look pretty but don't do much else—unless you are an undead or creature from the Lower Outer Planes. If you are, then they inflict a horrific amount of damage as they burn their way through your body.
If you're wondering precisely where the Hollyphant lives on the Outer Planes, look no further than the sourcebook Manual of the Planes (1987). The highest concentrations of Hollyphants are found in the Seven Heavens, Twin Paradises, and Plane of Olympus, and many served the deities that dwelled on those planes. Hollyphants were also found on other planes, such as the Astral and Ethereal Planes. Which means if your DM rolls on the random encounter charts, you may be lucky enough to bump into a golden furball of happiness.
2e - Hollyphant
Climate/Terrain: Any Upper Plane
Frequency: Rare
Organization: Solitary
Activity Cycle: Any
Diet: Herbivore
Intelligence: Genius (17-18)
Treasure: Incidental
Alignment: Neutral good
No. Appearing: 1 (1-3)
Armor Class: -4
Movement: 9, Fl 36 (B)
Hit Dice: 6+6
THAC0: 15
No. of Attacks: 2
Damage/Attack: 1d3/1d3
Special Attacks: Trumpet, psionics
Special Defenses: See below
Magic Resistance: 60%
Size: S (2’ long)
Morale: Steady (11-12)
XP Value: 9,000
The Monstrous Compendium Planescape Appendix II (1995) holds the glorious and radiant Hollyphant within its pages. You'd be wrong if you didn't think they could get any more fabulous looking. They are now described as mischievous little pranksters; truthfully, we'd love for them to laugh at our expense. They don't need to eat or sleep since they are made up of magical goodness, but they will dine with you so you don't feel uncomfortable around them. Their wings are now white, and yes, you're thinking what we're thinking: they have the wings of an angel. Their golden coats shine, and their majestic fur protects them like a globe of invulnerability. The Hollyphant's eyes sparkle, flashing all the colors of the rainbow for all to see. Sorry, puppies. Hollyphants are now the total embodiment of goodness and light.
The Hollyphant still lives mainly on the Upper Planes, working for good-aligned deities in various ways. It's their work, once again, that may bring you into contact with a Hollyphant on the Material Plane, but it may not be just because they are delivering a note. Hollyphants are known to keep a closer eye on individuals and adventurers doing good deeds for a deity the Hollyphant works for. Just think of it; you could have your very own Hollyphant stalker!
The Hollyphant will do whatever it can to avoid coming to blows with good or neutral creatures. If you're evil? Well, then you're screwed, as the Hollyphant will make it its mission to eradicate you from existence. Even if they can't stray from their mission or know they are vastly overmatched, the Hollyphant will do what it can to slow down or distract the evil it has encountered until backup can arrive. The Hollyphant has a new ability to deliver those reinforcements. A Hollyphant can attempt to open a gate with a 50% chance of success. If one does open, a Hollyphant buddy will appear 70% of the time, and there is a 30% chance a deva will appear. Two Hollyphants is nice, but a deva will change the course of almost every fight in your favor.
In combat, the book states the obvious. In a physical altercation, the Hollyphant is at a severe disadvantage. Its tusks do a paltry 1d3 damage each, and while the tusks now protect the Hollyphant from all poisons and diseases, they will be little help in melee combat. The Hollyphant can avoid such combat, though, as it will know the fiend is there before it is seen thanks to its 20-foot radius detect evil ability. The Hollyphant can trumpet the same three attacks as before: the blasting and deafening attacks in a 70-foot-long by 30-foot-wide cone, and the sun sparkles in a 50-foot by 30-foot cone. They retain the same spell-like abilities and are still cast at the 16th level. Their psionic abilities are nerfed, but they still have access to a lot of big brain powers, including the Clairsentience and Telepathy fields, with various sciences and devotions in each.
Regardless of how or who they fight, a Hollyphant will not be at the forefront of the charge. Instead, think of them as the supporting cast, cheering you on and providing help when needed.
In the article Heaven's Trump by James Wyatt in Dragon #263 (Sept. 1999), Wyatt discusses the role of the divine messenger in D&D. Here, the stat block, roleplaying notes, and potential roles for Phaedrus the Hollyphant can be found. The stat block includes a few recommendations on incorporating Phaedrus into your game. He might ask you to hunt down an artifact, break up a cult, or kill a lich. A hearty thanks to Mr. Wyatt for providing us with the template to make it even easier to install these delightful elephant cherubs into any campaign
3e - Hollyphant
Winged Elephant Form, Small Outsider (Extraplanar, Good)
Hit Dice: 6d8+6 (33 hp)
Initiative: +1
Speed: 30 ft. (6 squares), fly 60 ft. (good)
Armor Class: 24 (+1 size, +1 Dex, +9 natural, +3 deflection), touch 15, flat-footed 23
Base Attack/Grapple: +6/+2
Attack: Gore +7 melee (1d3)
Full Attack: 2 gores, +7 melee (1d3)
Damage: Claw 1d4+4, bite 1d4+2; or club 1d6+6
Face/Reach: 5 ft./5 ft.
Special Attacks: Psionics, spell-like abilities, summon celestial, trumpet
Special Qualities: Alternate form, damage reduction, 10/cold iron or evil, immunity to, disease and poison, invulnerability, spell resistance 18 (22 against evil spells and spells cast by evil outsiders), telepathy.
Saves: Fortitude +6 Reflex +6, Will +9
Abilities: Str 10, Dex 13, Con 12, Int 17, Wis 18, Cha 17
Skills: Concentration +10, Diplomacy +14, Heal +13, Hide +14, Knowledge (the planes), +12, Listen +13, Move Silently +10, Search +12, Sense Motive +13, Spellcraft +12, Spot +13
Feats: Combat Casting, Exalted Spell Resistance, Improved Initiative
Climate/Terrain Wilderness of the Beastlands
Organization: Solitary or family (2–4)
Challenge Rating: 8
Treasure: None
Alignment: Always neutral good
Advancement: By character class
Level Adjustment: +9
The Book of Exalted Deeds (2003) is where you can find the Hollyphant in the 3rd edition. For as much as the Hollyphant stays the same, there are some significant changes made to everyone’s favorite celestial pachyderm. Their role remains the same as they continue serving as messengers and heralds for good deities. That should reassure heroes everywhere, knowing the possibility of a small golden elephant sent from the gods to watch over them exists. Now, about those changes…
The Hollyphant now has two forms: the small golden-furred elephant we know and love and a bipedal Mastodon form. In Mastodon form, the Hollyphant has massive leathery wings, shaggy black fur covering, and two giant, curved tusks adorning its face. The Hollyphant can alternate between forms at will. Both are considered the creature’s true form, so much so that if you gaze upon the Hollyphant through the lens of a true sight spell, you’d see both shapes hovering over one another. The traits of the small, golden Hollyphant form remain the same as in the previous edition.
When in Mastodon form, the Hollyphant is a large-sized creature whose tusks now pack a punch. Ok, it’s not a massive jump in damage, but anything is better than the 1d3 damage they’ve always done. The Mastodon Hollyphant sees a jump in its Armor Class but loses the invulnerability trait its fur provides. Most importantly, the Hollyphant, being the super intelligent creature it is, doesn’t have delusions of grandeur when in Mastodon form, thinking it can take on any and all evil creatures. It will still do everything it can to stop them but knows its strength lies in being a back-seat support even, regardless of its form.
The Hollyphant’s abilities in the 3rd edition are tweaked. Psionics are still a significant component of their arsenal. The Hollyphant’s brain powers include blessed sight, detect poison, invisibility, see invisibility, and suggestion, to name a few, and are all used as if cast by a 6th-level sorcerer. A Hollyphant can attempt to summon another Hollyphant with a 45% chance of success, but it is no longer attached to a gate spell. The Hollyphant’s trumpet ability is reduced to two options: a 60-foot cone of sonic damage that can stun you, too, and a 30-foot cone-shaped burst of sun sparkles that hurts like hell to any creature vulnerable to holy water. The same spells remain available to the Hollyphant, now cast at the level 15th. We guess being able to turn into a Mastodon resulted in a level reduction in spell casting. Totally worth it, in our humble opinion.
If you’ve been dreaming of making a Hollyphant character, Dragon Magazine #312 (October 2003) can make that dream a reality. In the article Holier than Thou by Christopher Perkins, we are provided with the template for turning the golden elephant of the gods into a playable character. There’s nothing new beyond taking the Hollyphant’s traits, abilities, and powers and putting them on a chart to see which are gained at what level.
5e - Hollyphant
Small Celestial, Lawful Good
Armor Class 18 (natural armor)
Hit Points 36 (6d8 + 8)
Speed 20 ft., fly 120 ft.
STR 10 (+0) DEX 11 (+0) CON 12 (+1) INT 16 (+3) WIS 19 (+4) CHA 16 (+3)
Saving Throws DEX +3, CON +4, CHA +6
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Poisoned
Senses Passive Perception 14
Languages Celestial, Telepathy 120 ft.
Challenge 5 (1,800 XP) Proficiency Bonus +3
Aura of Invulnerability. An invisible aura forms a 10-foot-radius sphere around the hollyphant for as long as it lives. Any spell of 5th level or lower cast from outside the barrier can’t affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells. The hollyphant can use an action to suppress this trait until its concentration ends (as if concentrating on a spell).
Innate Spellcasting. The hollyphant’s innate spellcasting ability is Wisdom (spell save DC 15). It can innately cast the following spells, requiring no material components: At will: light 2/day each: bless, cure wounds, protection from evil and good 1/day each: banishment, heal, raise dead, shapechange (into a golden-furred mammoth with feathered wings and a flying speed of 120 ft.), teleport (with no chance of error)
Magic Weapons. The hollyphant’s weapon attacks are magical.
Tusks. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage.
Trumpet (3/Day). The hollyphant blows air through its trunk, creating a trumpet sound that can be heard out to a range of 600 feet. The trumpet also creates a 30-foot cone of energy that has one of the following effects, chosen by the hollyphant:
Trumpet of Blasting. Each creature in the cone must make a DC 14 Constitution saving throw. On a failed save, a creature takes 17 (5d6) thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn’t deafened. Nonmagical objects in the cone that aren’t being held or worn take 35 (10d6) thunder damage.
Trumpet of Sparkles. Creatures in the cone must make a DC 14 Constitution saving throw, taking 22 (4d8 + 4) radiant damage on a failed save, or half as much damage on a successful one. Evil creatures have disadvantage on the saving throw. Good creatures in the cone take no damage.
After being excluded from the 4th edition, we had to wait until the release of the adventure Baldurs Gate: Descent into Avernus (2019) before we saw the Hollyphant. The description is woefully short. Now lawful good rather than neutral good, they are still messengers and helpers for good-aligned deities and angels. There's no more summoning a Hollyphant ally or mastodon Hollyphant form. There, instead, is a shape-change ability that transforms the Hollyphant into a mammoth. Their gold fur remains in this form, so they may not look as intimidating as the 3rd edition Mastodon Hollyphant. There isn't much else to be said that can't be gleaned from the stat block, so let's turn our attention to Lulu, the Hollyphant essential to the adventure.
Lulu is the former mount and companion of Zariel, the big bad in Baldurs Gate. You first meet Lulu at Traxigor's wizard tower, and she tries to act as a guide, but she's suffering from memory loss, so she's less help than you'd hope. The crux of Lulu's story is as such. Lulu was not just Zariel's mount but his BFF for many centuries. She was with Zariel when the angel was about to be defeated, at which point Zariel gave his sword to her and her most trusted general, Yael, to hide. They fought through mobs of demons led by d'Yeenoghu with the gnoll demon lord's pet, Crokek'toeck, hot on their tail. Before it could eat them alive, Yael stuck Zariel's sword into a stone as Lulu dumped all her celestial essence into it. This resulted in a massive fortress (the Bleeding Citadel) rising to surround and hide the sword. Drained and exhausted, Lulu wandered away, escaping from the demon horde but without the memories of what had happened to her.
As you progress through the adventure, Lulu regains her memories and powers. Her memory comes back in bits and pieces, and she can be a source of great help or frustration, depending on the circumstances. Lulu is critical to the story, and you need her if you wish to redeem Zariel. Indeed, you can also redeem the fallen angel by showing up with a certain death knight in tow, but Lulu's story arc makes for the 'happy' happy ending, not the 'I'm ashamed but the happy' ending. It's a slow burn for Lulu as she goes from a cute but inept, tiny flying elephant to Lulu the Hollyphant, who possesses all the might we have come to expect from the golden celestial creature.
The Hollyphant is a classic case of don't judge a book by its cover. As we've seen, anyone thinking these delightful little elephants are golden balls of harmless angel fur and nothing else has been in for quite the surprise. You don't get to be the envoy of the gods and not have some insane skills to throw around in the face of evil. From a 1st edition that wasn't even in the original Monster Manual to a prominent role player of a 5th edition adventure and character in a smash video game, the Hollyphant has seen it all. We couldn't be happier because it's about time a creature that wants to help you, not pluck the meat from your bones, gets to step into the spotlight for their five minutes of fame.
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