| Mod | Save | ||
|---|---|---|---|
| STR | 18 | +4 | +4 |
| DEX | 9 | −1 | −1 |
| CON | 17 | +3 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 2 | −4 | −4 |
| WIS | 11 | +0 | +0 |
| CHA | 5 | −3 | −3 |
Beast of Burden. The cammoth is considered to be a Huge animal for the purpose of determining its carrying capacity.
Combat Deaf (Over-domesticated). The cammoth is entirely unfazed by the chaos of war. It has Advantage on saving throws against being Frightened, and it ignores sounds of nearby combat, screaming, or explosive magic.
Docile Nature. The cammoth will not willingly enter combat or make an attack. If physically struck or directly threatened by a creature within 5 feet, it will use its reaction or its turn to defend itself, but it prioritizes taking the Dash or Disengage action to flee at the first available opportunity.
Defensive Gore. Melee Attack Roll: +6, reach 5 ft. Hit: 13 (2d8 + 4) Piercing damage. If the target is a Medium or smaller creature, it must succeed on a DC 14 Strength saving throw or have the Prone condition.
Stomp. Dexterity Saving Throw: DC 14, one creature within 5 feet that has the Prone condition. Failure: 15 (2d10 + 4) Bludgeoning damage. Success: Half damage.
Description
A cammoth is a hybrid camel/elephantine creature with thick fur, long tusks and a single hump. Cammoths are domestic creatures bred as beasts of burden for use in subarctic to desert climates. The People of the Bazaar are master cammoth breeders. Cammoths can be purchased for 125 GP and are able to carry up to 885 lb. They are unaffected by arctic or extreme desert temperatures, making them the chosen beast of burden for the Scattered Nomadic Tribes. These creatures are not suitable mounts, and are often seen travelling alongside other more standard mounts.
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