Huge Beast, Unaligned
AC 17    Initiative −1 (9)
HP 76 (8d12 + 24)
Speed 40 ft.
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
Senses Passive Perception 10
Languages None
CR 6 (XP 2,300; PB +3)
Traits

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

Actions

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.

Bonus Actions

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.

Habitat: Grassland

taylikes

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