Trampling Charge. If the Belllephant 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 11 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.
Innate Spellcasting. The bellephant's innate spellcasting ability is Wisdom (spell save DC 14). She can innately cast the following spells, requiring no material components: (spell save DC 14, +6 to hit with spell attacks). The bellephant has the following [druid name] spells prepared:
Cantrips (at will): [Poison Spray, Druidcraft]
1st level (3 slots): [Earth Tremor], [Faerie Fire], [
Action Name. Enter the description for your action.
Gore.: +6 to hit, reach 5 ft., one target. Hit: (1d8 + 4) piercing damage.
Stomp. Melee Weapon Attack: +6 to hit, reach 5 ft., one prone creature. Hit: (1d10 + 4) bludgeoning damage.
Description
At first glance, this fey creature has the appearance of a baby elephant. Large eyes in shades of crystalline blues, greens, and yellows, long soft ears with fine fur on the tips. Their skin is in shades of pale greens and reds and blues. Their trunk is a bit longer and tentacle-like and can easily reach back to grab its slightly longer tail that ends in a soft tuft. But it's the delicate, butterfly-like wings that make its fey nature clear.
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