| Hit Dice: | 5d8+5 (27 hp) |
| Initiative: | +1 |
| Speed: | 30 ft. (6 squares) |
| Armor Class: | 14 (–1 size, +1 Dex, +4 natural), touch 10, flat-footed 13 |
| Base Attack/Grapple: | +5/+13 |
| Attack: | Morningstar +8 melee (2d6+4), or slam +8 melee (1d6+4), or javelin +5 ranged (1d8+4) |
| Full Attack: | Morningstar +8 melee (2d6+4) and 2 slams +3 melee (1d6+2), or 2 slams +8 melee (1d6+4), or javelin +5 ranged (1d8+4) |
| Space/Reach: | 10 ft./10 ft. |
| Special Attacks: | Berserk rage, trample 1d8+6 (DC 16) |
| Special Qualities: | Darkvision 60 ft. |
| Saves: | Fort +4, Ref +5, Will +4 |
| Abilities: | Str 19, Dex 12, Con 13, Int 10, Wis 11, Cha 8 |
| Skills: | Climb +5, Listen +5, Spot +5, Survival +5 |
| Feats: | Great Fortitude, Power Attack |
| Environment: | Warm plains |
| Organization: | Solitary, pair, company (3–5), or herd (20–40 plus 20% noncombatants plus 1–4 2nd-level rangers, 1 2nd-level wizard, and 1 3rd–5th level ranger) |
| Challenge Rating: | 2 |
| Treasure: | Standard |
| Alignment: | Usually neutral |
| Advancement: | By character class |
| Level Adjustment: | +2 |
Loxos are usually peaceful creatures, but they defend their territories and families with great tenacity. They are among the most dangerous of all desert dwellers to those who incur their wrath.
A loxo appears to be a humanoid elephant. Its skin is bluish-gray, wrinkled, and covered with rough, sparse hair. It has thick, round limbs, flat feet, short, stubby fingers, and large ears. Its most striking feature is the pair of trunks that grow from its face, framed by large tusks. Each trunk is about 2 feet long and has three fingerlike digits at the end. The typical loxo prefers simple, rustic clothing, particularly cut from cloth patterned with circles or diamonds.
Loxos speak their own language and Common.
Loxos prefer melee to ranged combat, and they use thrown weapons only when they can’t close with enemies. If a herd is threatened, the adult male loxos charge intruders while the females move the young to a defensible location. Once the young are secure, the males make a fighting retreat toward the females, so that they too can join the melee.
Berserk Rage (Ex): A loxo that sees a clan member killed or incapacitated enters a berserk rage. For 6 rounds, the loxo gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but takes a –2 penalty to Armor Class. The following changes are in effect as long as the berserk rage lasts: HD 5d10+15 (37 hp); AC 12, touch 8, flat-footed 11; Atk +10 melee (2d8+9, Huge morningstar) and +5 melee (2d6+3, 2 slams), or +10 melee (1d6+6, 2 slams), or +5 melee (1d8+6, Large javelin); SA trample 1d8+9 (DC 18); SV Fort +4, Ref +5, Will +6; Str 23, Con 17; Climb +8. After the berserk rage ends, the loxo is fatigued (–2 penalty to Strength, –2 penalty to Constitution, can’t charge or run) until the end of the encounter.
Loxo herds are seminomadic. They move about, grazing and harvesting fruits and nuts from groves of trees they have planted. When they reach a grove or a good area for grazing, they build temporary huts to serve as shelter until it’s time to move on. Loxos need massive amounts of grass and other vegetable material to fuel their big bodies. When not eating, these creatures create rustic works of art, which they barter for items or tools they need.
Loxo herds are divided into clans, and all members of a clan wear the same pattern of clothing. Each herd has a chief (called a lox-fithik, or herdlieutenant), who is a ranger, and a tunnuk, who has at least two levels of wizard.
A loxo’s preferred character class is ranger. Loxo rangers choose favored enemies from among the most common threats to their territories and habitats.
A loxo PC’s effective character level (ECL) is equal to its class level + 7; thus, a 1st-level loxo ranger has an ECL of 8 and is the equivalent of an 8th-level character.
Source: Monster Manual II, page __. This creature’s statistics block has been updated to version 3.5 as given in the D&D® V.3.5 Accessory Update for Monster Manual II.