Full Elephant (5e Creature)

Full Elephant

Huge monstrosity (shikigami), unaligned


Armor Class 15 (natural armor)
Hit Points 162 (13d12 + 78)
Speed 40 ft.


STR DEX CON INT WIS CHA
24 (+7) 10 (+0) 22 (+6) 8 (-1) 12 (+1) 10 (+0)

Saving Throws Str +10, Con +9
Skills Athletics +10
Proficiency Bonus +3
Senses passive Perception 11
Languages
Challenge 8 (3,900 XP)


Trampling Charge. If the elephant 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 elephant can make one stomp attack against it as a bonus action.

Magic Weapons. The elephant's weapon attacks are magical.

ACTIONS

Multiattack. The elephant makes two attacks: one with its gore and one with its stomp. In place of a stomp attack, it may make a trunk attack.

Gore. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) piercing damage.

Stomp. Melee Weapon Attack: +10 to hit, reach 5 ft., one prone creature. Hit: 29 (4d10 + 7) bludgeoning damage.

Water Cannon. Ranged Weapon Attack: +3 to hit, range 20/40 ft., one target. Hit: 14 (4d6) bludgeoning damage.

Water Spray (Recharge 4-6). The elephant sprays water in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 28 (8d6) bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone.


Max_Elephant.png
A Max Elephant being summoned, []

The max elephant is a large elephant with black markings on its forehead, the top of its head, its back, and its knees.

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