Legendary Resistance (3/Day). If the elephant fails a saving throw, it can choose to succeed instead.
Trampling Charge. If the elephant moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 16 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.
Gore. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 25 (3d10 + 10) piercing damage.
Stomp. Melee Weapon Attack: +10 to hit, reach 5 ft., one prone creature. Hit: 25 (3d10 + 10) bludgeoning damage.
Trunk. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 8)bludgeoning damage.
Thundering Trumpet. Each creature of the elephant's choice that is within 120 feet of the elephant and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the elephant's Thundering Trumpet for the next 24 hours.
The elephant can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The elephant regains spent legendary actions at the start of its turn.
Detect. The elephant makes a Wisdom (Perception) check.
Trunk Attack. The elephant makes a tail attack.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
4/19/2022 11:54:31 PM
|
1
|
0
|
--
|
Coming Soon
|
Comments