The cult of the Elephant Demon is a new one, but now widespread in the Hundred Kingdoms - where until a century ago each city-state had its own pantheon of spirits. Now the people say that the Elephant Demon has devoured all those other gods and will not stop until he has devoured the world. It is rare to find a place where the cult has not transplanted the old native beliefs.
The cult's practices are byzantine and rarely spoken of aloud. They involve much sacrifice; often victims are people captured in battle. The unfortunates have their limbs and ribs broken and are then thrown, dead or alive, into a pit called the Elephant's Mouth, to rot. Usually these pits are hugely elaborate and decorated all around with golden statues.
Elephant Priests are battle leaders. Unlike clerics in other lands they do not have the ability to turn undead or cast spells. Instead, they can only use the fury of the Elephant Demon to smite their opponents.
Prime Requisite: Charisma
Other Requirements: Strength of 9
Experience Bonus: +5% for Charisma of 13-15; +10% for Charisma of 16+
Hit Dice: d6 per level up to 9th; starting at 10th level, +1 hit point for level.
Maximum Level: 36
Armour: Any, shields permitted
Special Abilities: Smite Attack (see below); Rage of the Elephant Demon (see below); Hunger of the Elephant Demon (see below).
Experience Levels: As Cleric
Saving Throws: As Cleric
Elephant Priests may channel the power of the Elephant Demon to blast their opponents. This power can only be used once on one set of opponents. The player should declare to the DM that he wishes to use his Smite Attack in the same way that a cleric's player declares an attempt to Turn Undead.
The Smite Attack affects 1d8 HD of monsters; this rises to 2d8 HD at 4th level and 3d8 HD at 8th level. Victims lose 33% of their remaining hit points, whatever that number is; monsters with 3 HD or more may save vs. death to negate the effects.
Rage of the Elephant Demon
Using this power gives the Elephant Priest a bonus of +1 to his attack rolls and +2 to his damage rolls for 1d3 hours, and a bonus to hit points for that period (+d4 at 1st level level, +d8 at 4th level, +2d6 at 8th level). When those 1d3 hours have passed the Elephant Priest immediately loses his hit point bonus; if this results in his hit points total passing below 0, he dies.
Hunger of the Elephant Demon
Using this power allows the Elephant Priest to sap the energy of his enemies. For the next 1d3 hours, he can attempt to grab an opponent (successful attack roll) and drain 1d6 hit points from the victim. This rises to 1d8 hit points at 4th level and 2d6 hit points at 8th level. As soon as a successful drain has been achieved, the power cannot be used again for 24 hours.
[Feedback appreciated. Too powerful? Underpowered?]