War Elephant
Elephants are among the most majestic creatures found on Rabiah, and in many places they are worshiped and treated as divine symbols. Elsewhere, the size and power of elephants, rather than inspiring worship, make then attractive as both beasts of burden, and living siege weapons.
Beasts of Freedom Training an elephant is no easy feat, and in Rabiah, adult elephants born in the wild will not submit to any creature. Attempting to capture one is a foolish prospect at best, and the effort of training one to obey commands is a truly herculean task. Instead, the elephants used by Rabiah's most infamous warlords and dictators are stolen from their herds when very young, or born and raised exclusively in captivity. Even so, an elephant raised in captivity still retains some spark of defiance, and the job of training even a captive-bred elephant is not without severe risk to life and limb.
Beasts of War Despite the dangers, those who wish to wage war in the sand dunes, mountains, and jungles of Rabiah still make frequent use of war elephants. The creature's natural size and strength make them attractive as mobile siege weapons, but also as front-line of offense just as capable of frightening an enemy as crushing them flat. Still, raising war elephants takes time and money, and the death of one is a blow to any king's resources. To limit this risk, war elephants are also trained to wear and move in heavy plated armor, meant mainly to protect their front-sides and legs. While durable, the weight of such armor is not negligible, even for a creature as large as an elephant; greatly slowing their movement and reflexes compared to elephants seen in the wild.
War Elephant
Elephants are among the most majestic creatures found on Rabiah, and in many places they are worshiped and treated as divine symbols. Elsewhere, the size and power of elephants, rather than inspiring worship, make then attractive as both beasts of burden, and living siege weapons.
Armor Class | 15 (half-plate) | ||
---|---|---|---|
Hit Points | 8d12+32 | ||
Speed | 35 ft. | ||
Strength | 22 (+6) | ||
Dexterity | 10 (+0) | ||
Constitution | 18 (+4) | ||
Intelligence | 3 (-4) | ||
Wisdom | 12 (+1) | ||
Charisma | 7 (-2) | ||
Senses | Passive Perception 11 | ||
Languages | --- | ||
Challenge | 4 (1,100 XP) | ||
Special 1 | Banding | Creatures with banding can take their turns at the same time, | gaining advantage on attack rolls against |
any target already attacked this turn by a creature with banding. | Attack rolls made against this | creature have a disadvantage if an ally with banding | that is not incapacitated |
and is within 5 ft. of the creature | |||
Special 2 | Siege Monster | The elephant deals double damage to objects and structures | |
Special 3 | Trample | When the elephant reduces a creature to 0 hit points | with a melee weapon attack, any remaining |
damage from the attack may instead | be dealt to another target within reach | ||
Action 1 | Gore | Melee Weapon Attack | d20+8 to hit |
Reach 5 ft. one target | Hit 3d8+6 piercing damage | ||
Action 2 | Stomp | Melee Weapon Attack | d20+8 to hit |
Reach 5 ft., one target | Hit 3d10+6 bludgeoning damage, | and the target must make | a DC 16 Strength saving throw or be knocked prone. |
If the target is prone, | the elephant can use its bonus action | to make a gore attack against the target |
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