Antimagic Susceptibility. The elephant skeleton is incapacitated while in the area of an antimagic field. If targeted by dispel magic or remove curse, the oliphant skeleton must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
Rejuvenation. If the elephant skeleton is destroyed, it regains all its hit points in 1 hour unless holy water is sprinkled on its remains or a dispel magic or remove curse spell is cast on them.
Unusual Nature. The elephant skeleton doesn’t require air, food, drink, or sleep.
Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage. If the elephant skeleton moved at least 20 feet straight toward the target immediately before the hit, the target must succeed on a DC 12 Strength saving throw or be knocked prone if it is a creature. If the target is prone, the elephant skeleton can make one Stomp attack against it as a bonus action.
Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one prone creature. Hit: 22 (3d10 + 6) bludgeoning damage.
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Posted Oct 19, 2023what a loveable goofball or terror