| Mod | Save | ||
|---|---|---|---|
| STR | 30 | +10 | +10 |
| DEX | 9 | −1 | −1 |
| CON | 17 | +3 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 3 | −4 | −4 |
| WIS | 11 | +0 | +0 |
| CHA | 6 | −2 | −2 |
Trampling Charge. If the elephant 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 12 Strength saving throw or be knocked prone. If the target is prone, the elephant can make one stomp attack against it as a bonus action.
Fort. The battle elephant has a little fort on the back; anyone in it has 3 quarter cover. The fort has an AC of 18 and 100 HP immunity to poison, necrotic, and psionic with vulnerability to fire. The fort has a ballista mounted in a turret. Anyone in the turret can make the following attack on their turn
Obey. The armored elephant will obey its owner and knows the following commands:
|
stay |
The armored elephant stays in place |
|
follow |
The armored elephant follows its owner |
|
attack |
The armored elephant attacks a person or group of people the owner points out |
|
Stay/attack |
The armored elephant attacks anyone who approaches it until its owner gives it the stop command and stays in place |
|
forage |
The armored elephant spends 1 hour collecting food for itself |
|
stop |
The armored elephant stops doing anything |
|
shake |
Anyone on the armored elephant but not in the fort has to succeed on a DC 19 acrobatics saving throw or take 1d6 damage and be knocked prone next to the elephant |
Multiattack. The elephant makes two Gore attacks.
Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage.
Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one prone creature. Hit: 22 (3d10 + 6) bludgeoning damage.
Trample. Dexterity Saving Throw: DC 16, one creature within 5 feet that has the Prone condition. Failure: 17 (2d10 + 6) Bludgeoning damage. Success: Half damage.
Comments