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Elephantine

Large beast, any
Armor Class 14
Hit Points 43
Speed 35ft

STR
18 +4
DEX
8 -1
CON
19 +4
INT
4 -3
WIS
6 -2
CHA
6 -2

Saving Throws Con, Str
Skills Athletics +8 Nature +4 Animal handling +4
Damage Vulnerabilities Piercing
Damage Resistances bludgeoning
Senses Darkvision 10ft Passive perception 16 Advantage on perception checks regarding smell and finding water
Languages None
Challenge 2


Trample This attack can only be used on prone targets and is not affected by juggernaut   Juggernaut After moving more than 10 ft the elephant can add +3 to hit and 1d4 to damage rolls   Bulk this creature can only be grabbed by creatures size large or larger.   Unwieldy size The elephant needs 5 ft empty space around it to be able to turn around if there is less space all attacks against the elephants sides and back get advantage


Actions

Tusks Melee attack range 5 ft +4 to hit 2d4   Bash Melee attack range 5ft +1 to hit 2d6   Trample special attack range 5ft +6 to hit 3d6   Trunk special attack raange 10ft +1 to hit. On hit the target needs to succed on a DC16 strength save or get grabbed/prone


 

A wild member of the Loxodon species. Walking on all four and unable to speek anymore these are wild creatures of the southern steppes. They have refused the call of civilization and still roam the savannah exiled by the loxodons. Although small for an elephant they are still large as a big horse and can be a dangerous threat to any assailant.

Steppe, savannah, plains, jungle


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