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.
Gore. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) piercing damage.
Stomp. Stomp the ground under you. Each creature within 5ft of the stomp rolls a DC 15 Dex save. On a failed save take 4d8 bludgeoning damage, half on a successful one.
Trunk Slap. +10 to hit. On hit deal 4d8 bludgeoning damage and roll a Strength save. On a failed save the target is pushed back 10ft.
Trunk Squeeze. Target a creature and have them roll a Dexterity Saving throw. On a failed save the creature is grappled and must spend their turn trying to break out. At the start of their turn they roll another Strength Save or remain grappled and take 2d8 bludgeoning damage. On a following turn while you have a creature grappled you can use your action to throw them 30ft in a direction of your choice. If they collied with a wall or other immovable surface they take 1d6 for every 10ft they were thrown.
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.