Jungle Elephant
Huge Beast, Stomper Elephant, Grazer, Jungle Beast, Level 8
HP: 147 (2d8, 5d10, 1d12)
DgC/BC: 10/18
Speed: Normal: 12
Initiative: 3
Carrying capacity: 21
Damage immunity:
Damage resistance:
Damage vulnerability:
Condition immunity:
AGI
-1
STR
4
VIT
5
CHA
-1
INT
-2
WIS
1
Skills
Acrobatics: 1, Adventuring: 1, Allure: 1, Block: 7, Bravery: 1, Dodge: 2, Exertion: 8, Focus: 1, Intimidation: 3, Life Force: 6, Nature: 2, Perception: 2, Resilience: 3, Stamina: 7, Stealth: 2, Toughness: 5
Specialisations
Block Class: +1, Checks Against Poison: +1, Initiative: +2, Movement: +2, Regeneration: +2, Unarmed Attacks: +3
Languages
Bestial
Abilities
Charge. Whenever Jungle Elephant moves in a straight line before attacking, the next melee attack it makes during this turn deals additional ⨂d6 bludgeoning damage where ⨂ is number of meters moved, to the maximum of 2. Once per turn, when Jungle Elephant deals damage with its charger ability, the targeted creatures no more than one size bigger than it must make Toughness(STR) check equal to the damage taken, max 40, or be knocked prone.
Elephant Memory. Jungle Elephant adds 1d6 to all History checks and checks to recall lore.
Hard to Hide. Jungle Elephant has disadvantage on stealth checks.
Natural Armour. Jungle Elephant counts as armoured.
Stomper. Whenever Jungle Elephant deals damage using stomp attack or charge ability it deals additional die of damage.
Unstoppable Stomp. Attacks that include movement are not affected by difficult terrain.
Actions
◆◆: Stomp. Melee unarmed attack, Exertion(STR) to hit, 3d6 + STR bludgeoning damage. If target of attack is smaller than Jungle Elephant, it must make Exertion(STR) check equal to the damage taken, max 40, or be knocked prone, take additional die of damage and Jungle Elephant moves into its space. While Jungle Elephant is in its space, if the creature wants to stand up it must win Exertion(STR) contest against Jungle Elephant's Exertion(STR) or the stand up actions fails.
◆◆: Tusks. Melee unarmed attack, Exertion(STR) to hit. 2d6 + STR piercing damage.
◆◆◆: Stampede. Jungle Elephant moves up to its full movement speed, making stomp attacks against all creatures in its path, once per creature. This movement ends when a stomp attack fails to knock down a creature.
Lore
It began with the forging of the Great Rings. Three were given to the Elves, immortal, wisest and fairest of all beings. Seven to the Dwarf lords, great miners and craftsmen of the mountain halls. And nine, nine rings were gifted to the race of men, who, above all else, desire power. But they were, all of them, deceived, for another Ring was made. In the land of Mordor, in the fires of Mount Doom, the Dark Lord Sauron forged in secret a master Ring, to control all others. And into this Ring he poured his cruelty, his malice and his will to dominate all life. One Ring to rule them all.