Passive. You gain the following benefits.
- +4 Strength, +2 Constitution.
- Proficiency in Athletics, or expertise if you are already proficient.
Human-Beast Form. You gain the following benefits.
- Trampling Charge: (Trait) If you move at least 15 ft. straight toward a target and then hit it with a gore attack on the same turn, the target takes an extra 13 (3d8) piercing damage, and it must succeed on a Strength saving throw or be knocked prone. If the target is prone, you can make one stomp attack against it as a bonus action.
- Gore: (Action) Melee Weapon Attack: PB+Str to hit, reach 5 ft., one target. Hit: (3d8+Str) piercing damage.
- Stomp: (Action) Melee Weapon Attack: PB+Str to hit, reach 5 ft., one prone target. Hit: (3d10+Str) bludgeoning damage.
Beast Form. (Action, Recharge after a Long Rest) You can transform into a mighty elephant for 1 hour. You can revert to your normal form earlier by using a bonus action, otherwise you automatically revert if you fall unconscious, drop to 0 hit points, or die.
Mighty Elephant
Huge Beast, same alignment
- Armor Class 13 (natural armor)
- Hit Points 230 (20d12+100)
- Speed 60 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 24(+7) | 9(-1) | 21(+5) | same | same | same |
- Saving Throws same + Constitution (PB+5)
- Senses same passive Perception
- Languages same but can't speak
- Challenge 8 (3900 XP)
Trampling Charge. If the elephant moves at least 15 ft. straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 18 (4d8) piercing damage, and it must succeed on a Strength saving throw or be knocked prone. If the target is prone, the elephant can make one stomp attack against it as a bonus action.
Previous Versions
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2/2/2021 5:26:48 AM
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