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Excavation Elephant/Missile Elephant

In Dominaria, particularly on the continents of Jamuraa and Terisiare, there lives herds of wild elephants that have wandered those lands for unbroken centuries, surviving through cataclysm and catastrophe. While not any more intelligent than normal elephants, the incredible events of Dominaria have nonetheless left their impression on the creatures. By watching and studying the activities of the humanoids and other creatures that have come to the elephants over the years, these beasts have learned to mimic the use of certain magic items, conjuring up their powers for their own.   Digging up the Past Many creatures on Dominaria have been subject to centuries of magical power, warping and twisting their physiology into strange and unearthly beings. But excavation elephants seem to be a rare natural adaptation, a variation of the common elephant capable of enhanced magical resistance, and through an as-yet unknown process, the ability to detect the magic of lost artifacts buried beneath the ground. These elephants will search for these magic items as they walk the plains, digging them up when found and using them to help defend their herds. Because of this uncanny magical sense, these elephants are frequently tamed by archaeologists, to give assistance to their digs for the lost treasures of the past.  

Excavation Elephant

Many creatures on Dominaria have been subject to centuries of magical power, warping and twisting their physiology into strange and unearthly beings. But excavation elephants seem to be a rare natural adaptation, a variation of the common elephant capable of enhanced magical resistance, and through an as-yet unknown process, the ability to detect the magic of lost artifacts buried beneath the ground. These elephants will search for these magic items as they walk the plains, digging them up when found and using them to help defend their herds. Because of this uncanny magical sense, these elephants are frequently tamed by archaeologists, to give assistance to their digs for the lost treasures of the past.


Armor Class14 (natural armor)
Hit Points 8d12+24
Speed40 ft.
Strength22 (+6)
Dexterity9 (-1)
Constitution17 (+3)
Intelligence3 (-4)
Wisdom11 (+0)
Charisma6 (-2)
SkillsSleight of Hand d20+5
SensesPassive Perception 10
Languages---
Challenge5 (4546 XP)
Special 1Magic ResistanceThe elephant has an advantage on saving throwsagainst spells and other magical effects
Special 2Trampling ChargeIf the elephant moves at least 20 ft. straight toward a creatureand then hits it with a gore attack on the same turn,
that target must succeed ona DC 12 Strength saving throw or be knocked prone.If the target is prone, the elephant canmake one stomp attack against it as a bonus action
Action 1GoreMelee Weapon Attack d20+8 to hit
Reach 5 ft., one targetHit 3d8+6 piercing damage
Action 2StompMelee Weapon Attack d20+8 to hit
Reach 5 ft., one prone creatureHit 3d10+6 bludgeoning damage
Action 3Plunder ItemThe elephant attempts to steal a magic item that a creature within 5 feetis currently holding or has used since the end of the elephant's last turn.
The elephant makes a Strength (Sleight of Hand) checkcontested by the target's Strength (Athletics) check.On a success, the elephant takes the magic item,and if the item requires attunement,
the elephant automatically attunes to it.The elephant can use any item this way except armor.If the item has been charged,the elephant can use the item any number of times
no matter how many charges the item currently has.When not using an item, the elephant can storethe object in the packs on the elephant's back

Missile Elephant

In Dominaria, particularly on the continents of Jamuraa and Terisiare, there lives herds of wild elephants that have wandered those lands for unbroken centuries, surviving through cataclysm and catastrophe. While not any more intelligent than normal elephants, the incredible events of Dominaria have nonetheless left their impression on the creatures. By watching and studying the activities of the humanoids and other creatures that have come to the elephants over the years, these beasts have learned to mimic the use of certain magic items, conjuring up their powers for their own.


Armor Class14 (natural armor)
Hit Points 8d12+24
Speed40 ft.
Strength22 (+6)
Dexterity9 (-1)
Constitution17 (+3)
Intelligence3 (-4)
Wisdom11 (+0)
Charisma6 (-2)
SkillsSleight of Hand d20+5
SensesPassive Perception 10
Languages---
Challenge7 (7143 XP)
Special 1Magic ResistanceThe elephant has an advantage on saving throwsagainst spells and other magical effects
Special 2Trampling ChargeIf the elephant moves at least 20 ft. straight toward a creatureand then hits it with a gore attack on the same turn,
that target must succeed on a DC 12 Strength saving throwor be knocked prone. If the target is prone,the elephant can make one stomp attack against it as a bonus action
Action 1GoreMelee Weapon Attack d20+8 to hit
Reach 5 ft., one targetHit 3d8+6 piercing damage
Action 2StompMelee Weapon Attack d20+8 to hit
Reach 5 ft., one prone creatureHit 3d10+6 bludgeoning damage
Action 3Wand of MissilesThe elephant casts magic missile as a 3rd-level spell

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