Trampling Charge. If the mammoth 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 18 Strength saving throw or be knocked prone. If the target is prone, the mammoth can make one stomp attack against it as a bonus action.
Chardalyn Conduit. When a spell is cast within 35ft of the mammoth, roll an additional time on the wild magic table.
Chardalyn Volatility. When this creature dies, it explodes in a volatile necrotic explosion. Each creature within 50ft must make a DC16 DEX save. On fail, they take 20d6 necrotic damage, half on success. If they fall to 0 HP, their soul is absorbed into a chardalyn shard and they die.
Gore. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) piercing damage.
Stomp. Melee Weapon Attack: +10 to hit, reach 5 ft., one prone creature. Hit: 29 (4d10 + 7) bludgeoning damage.
Description
A mammoth is an elephantine creature with thick fur and long tusks. Stockier and fiercer than normal elephants, mammoths inhabit a wide range of climes, from subarctic to subtropical.
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