Huge Beast, Lawful Evil
Armor Class 15 (natural armor)
Hit Points 178 (15d12 + 55)
Speed 30 ft.
STR
24 (+7)
DEX
26 (+8)
CON
28 (+9)
INT
18 (+4)
WIS
11 (+0)
CHA
16 (+3)
Saving Throws CON +14
Damage Immunities Fire
Condition Immunities Grappled
Senses Tremorsense The Mammoths steady footing gives it inherent understanding of surrounding vibrations, Passive Perception 15
Languages Giant --
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

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.

Flame Bringer. If the Mammoth misses two attacks with his Pick on a single target, the third will create a burst of Flame reaching 5ft outward from the pick. The target must make a DC 14 Dexterity save or take an additional 2d8 Fire damage on a failed save.

Actions

Combo. The Mammoth makes two Slashing attacks and one stomp attack. 

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.

Slash. The Mammoth slashes with its pick, +2 to hit 2d6 Slashing/Peircing Damage.

Kindling. The Mammoth takes an action to target itself with a Slashing attack, forcing itself prone for the round. However, for the following 8 rounds of combat all attacks gain the Flame Bringer trait nomatter the weapon or method of attack used. 

Reactions

Roaring Trumpet. The Mammoth Trumpets out in an attempt to halt an attack, all players in a 50 foot range must make a DC 14 Constitution save or get disadvantage on all attack rolls for a round.

Couterattack. The Mammoth pulls back and takes a swing with its trunk, the target makes a DC 10 Strength or Dexterity check or take 2d10+1 Blugeoning Damage and be knocked back 10 feet.

Legendary Actions

Flames Favor (3/day) . The Mammoth chooses to succeed a failed save or attack roll.

 

Mythic Actions

Searing Halo. When severely weakened he calls upon the fire to aid him once more. Until he is restored to half of his maximum HP all creatures in a 50 foot radius will be required to make a DC 13 constitution save for every action in combat taken, on a failed save a creature takes 1d6+1 fire damage. While the Searing Halo is active, the Mammoth restores 1d4+2 of his HP per turn. 

Description

 Long ago for unknown reasons and by lesser known means a Mammoth of the Frost Giants was awakened to sentience. This was unfortunately not advantageous for whatever task he was risen to complete. With time he was isolated and shunned from society, only to return having struck a deal with something more than mortal.

Previous Versions

Name Date Modified Views Adds Version Actions
6/29/2022 9:07:54 PM
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0
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Coming Soon
3/16/2024 9:17:51 PM
10
2
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Coming Soon

Monster Tags: Misc Creature

Habitat: Arctic

Snuffalufagis

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