Chained Tusks. A large mess of spiked chain weaves a web between the Elephants tusks in a 5ft long, 15 ft. wide space in front of the elephant. Creatures who enter the area on the first time during a turn or start their turn within the area must make a DC 14 Strength or Dexterity saving throw. On a failed save, the creature takes 9 (2d8) piercing damage and is restrained(escape DC 15). On a successful save, the creature is pushed 10 feet to one side or knocked prone, determined by the DM (an equal number of creatures should be pushed left, knocked prone, and pushed right).
Siege Monster. The Elephant deals double damage to objects and structures.
Awakened (Optional feature): An awakened Armoured Siege elephant has an intelligence score of 10, and can speak one language of whoever awakened it, chosen at the time of awakening.
Mutiattack. The Elephant makes a Gore attack and a Stomp attack.
Trampling Charge. Trampling Charge. The elephant moves up to its speed through creatures sized Medium or smaller, subjecting them to its Chained Tusks trait. Prone creatures take 18 (2d10 + 7) bludgeoning damage and must make a DC 15 Constitution saving throw or be stunned until the end of its next turn.
Gore. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 24 (4d8 + 7) piercing damage.
Stomp. Melee Weapon Attack: +10 to hit, reach 5 ft., one prone creature. Hit: 24 (3d10 + 7) bludgeoning damage.
Bellow (recharge 6). The elephant roars a battle-cry. Each hostile creature that can see and hear the elephant within 60 feet must make a DC 15 Wisdom saving throw or be frightened of the elephant. Targets that succeed are immune to the effects of an armoured elephant's bellow for 24 hours. Frightened targets may repeat the saving throw at the end of each of its turns.
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