Trampling Charge. If the ashen 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 ashen mammoth can make one stomp attack against it as a bonus action.
Noxious Presence. If a creature starts its turn within 10 feet of the ashen mammoth, it must succeed on a DC 18 Constitution saving throw or become [/condition]poisoned[/condition]. The creature may repeat the save on each of its turns. Fiends and undead are immune to this effect.
Healing Factor. If the ashen mammoth has not taken radiant or acid damage since its last turn, it regains 10 hit points.
Necrotic Absorption. If the ashen mammoth would be dealt necrotic damage, it instead regains that many hit points.
Gore. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) piercing damage and 7 (3d4) necrotic damage.
Stomp. Melee Weapon Attack: +10 to hit, reach 5 ft., one prone creature. Hit: 29 (4d10 + 7) bludgeoning damage and 7 (3d4) necrotic damage.
Poison Cloud (Recharge 5-6). The ashen mammoth releases the decay from its body in a cloud that goes 10 feet in all directions from the ashen mammoth. Each creature within 10 feet of the ashen mammoth must succeed on a DC 18 Constitution save or take 52 (8d12) poison damage on a failed save., or half as much on a successful one.
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.
An ashen mammoth is a corruption of that creature created when a mammoth is exposed to fiendish magics or a rift into the Lower Planes. An unholy stench follows it wherever it goes. Its fur is charred, occasionally sparking embers, clinging to burnt, moldy flesh, lack on its sinewy frame. If one looks into its eyes, one only sees fiendish orange pools.
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