Homebrew Elephount Species Details

The humanoid elephants called Elephounts are often found in places where heavy battles took place in the busy streets of Hanmoria. If provoked to action, Elephounts are true terrors—bellowing with rage, trumpeting and flapping their ears. Their serene strength, fierce loyalty, and unwavering conviction are tremendous assets to their tribe or their masters.

Lumbering Giants

Elephounts tower above most other humanoids, standing over 15 - 18 ft tall. They have the heads—trunks, tusks, ears, and faces—of elephants, and hulking bipedal bodies covered by thick, leathery skin and they are strong in body, dedication, and courage. They are at home on the battlefield, willing to fight for their various causes. They combine a burning fury in battle with keen tactics that make them excellent commanders as well as valuable shock troops. Each of their hands has four thick digits, and their feet are the flat-bottomed, oval-shaped feet of elephants. Like that of an elephant, an Elephount's trunk is a useful appendage. In addition to providing a keen sense of smell and hearing, the trunk can be used to lift and carry even heavy objects. The trunk can be used to carry both food and liquid to the mouth and can even act as a snorkel.

Gifted Warrior

Elephounts are fearless, patient warriors with an unrivaled intuition about their craft. Although they make the best generals of death, their gift for war is so ingrained that they are often at a loss when they try to impart their love for war and killing to others. Among all other races, it primarily falls to Elephounts to create the most magnificent battles like in the coliseum.

Relentlessly Loyal

Elephounts believe in the value of community and life, and thus are most often found in the Conclave. Some find fulfillment in finding a master or family or tribe.

Elephounts believe that the members of a group have a responsibility to look out for each other. Once they have joined a tribe or bonded with other individuals in any capacity, Elephounts devote themselves to maintaining that bond or get to other means. They coordinate their efforts and are often willing to sacrifice themselves for the sake of the group. They expect reciprocal loyalty and commitment from the other members of their communities and can be severe in their disappointment when their trust is betrayed and will try to kill them until their last breath.

The primary difference between Elephounts who join different tribes is their sense of the size of the community they belong to. For Elephounts in the Conclave, meant to live with war forever, and interdependent.

Elephount Names

A Elephounts name includes harsh tones, produced in a Elephounts, that indicate status, family connection, and community role. Since most non-Elephounts can’t distinguish these underlying tones, let alone produce them, Elephounts often translate them into titles, such as Hierarch, Revered, Grandmother, Healer, or Saint, when interacting with other races.

Male Names: Bayul, Berov, Chedumov, Dobrun, Golomov, Heruj, Ilromov, Kel, Ondros, Radomov, Svetel, Tamuj, Throom, Vasool, Alovnek, Brogmir, Brozhdar, Dornik, Drakmir, Drazhan, Grozdan, Kalazmir, Klattic, Melislek, Nirikov, Prezhlek, Radolak, Rugilar, Sarovnek, Svarakov, Trovik, Vraslak, Yarvem

Female Names: Ajj, Boja, Dancu, Dooja, Elyuja, Fanoor, Irij, Jasoo, Katrun, Lyooda, Mayja, Radu, Shuja, Soofya, Totoor, Verij, Vesmova, Yoolna, Zarij, Zoorja, Akra, Bolsa, Cica, Dakka, Drakisla, Eleska, Enka, Irnaya, Jaska, Kalka, Makla, Noraka, Pesha, Raisha, Sokali, Takyat, Vrokya, Veska, Yelka, Zarka, Zoka

 

Elephount Traits

Your Elephount character has the following racial traits.

Ability Score Increase

Your Constitution score increases by 4
Your strength score increases by 4
Your Wisdom score increases by -4
Your Intelligence score increases by -4

Age

Elephounts physically mature at the same rate as humans, but they live about 10.000 years.

Alignment

Most Elephounts are any evil alignment

Size

Elephounts stand between 15 and 18 ft tall. Their massive bodies weigh between 1000 and 3000 pounds. Your size is huge.

Powerful Build

You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Speed

Your base walking speed is 60 feet.

Elephount Serenity

You have advantage on saving throws against being charmed or frightened.

Natural Armor

Natural Armor

You have thick, leathery skin. When you aren’t wearing armor, your AC is 18 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.

Trunk

You can grasp things with your trunk, and you can use it as a snorkel. It has a reach of 10 feet, and it can lift a number of pounds equal to 15 times your Strength score. You can use it to do the following simple tasks: lift, drop, hold, push, or pull an object or a creature; open or close a door or a container; grapple someone; or make an unarmed strike. Your trunk can wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell.

Keen Senses

Thanks to your sensitive trunk and sensitive hearing, you have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that involve smell or hearing.

Languages

You can speak, read, and write Common and Loxodon.

Tremorsense

Thanks to your elephount, you have superior tremorsens. You can see in within 120 ft.

Menacing Athlete

You gain proficiency in the Intimidation skill
You have proficiency in the Athletics skill

Relentless Endurance

When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

Savage Attacks

When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit

Elephount Rage

You have advantage on Strength checks and Strength saving throws.
You have advantage on consetution checks and consetution saving throws.
When you make a melee weapon attack using Strength, you gain a bonus to the damage roll equal to your strength modifier.
You have immune to bludgeoning, piercing, and slashing damage non-magical.
If you are able to cast spells, you can’t cast them or concentrate on them while raging.
you trunk gets doubled from 15 to 30
Your rage lasts for 6 minute. It ends early if you turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
You can rage 6 times, you must finish a long rest before you can rage again.

Guardians of the Dezert

Adapted to even the most extreme Saharas, you have resistance to fire damage.

Daunting troupet

As a bonus action, you can let out an especially menacing troupet. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. The DC of the save equals 18 + your proficiency bonus + your Constitution modifier.

Tusk

Your tusk are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing and Bludgeoning damage equal to 2d12 + your Strength modifier when you hit the target need to roll dc of your strength modifier + con modifier + your Lvl if they fail they get pushed 30ft away from you.

Goring Rush

Immediately after you use the Dash action on your turn and move at least 10 feet, you can make one melee attack with your tusk as a bonus action.

Hammering Trunk

Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to shove that target with your trunk or grapple the target. The target must be no more than one size larger than you and within 5 feet of you. Unless it succeeds on a Strength saving throw against a DC equal to 18 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you or you grapple it.

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