Excavation Elephant/Missile Elephant
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 Class | 14 (natural armor) | ||
---|---|---|---|
Hit Points | 8d12+24 | ||
Speed | 40 ft. | ||
Strength | 22 (+6) | ||
Dexterity | 9 (-1) | ||
Constitution | 17 (+3) | ||
Intelligence | 3 (-4) | ||
Wisdom | 11 (+0) | ||
Charisma | 6 (-2) | ||
Skills | Sleight of Hand d20+5 | ||
Senses | Passive Perception 10 | ||
Languages | --- | ||
Challenge | 5 (4546 XP) | ||
Special 1 | Magic Resistance | The elephant has an advantage on saving throws | against spells and other magical effects |
Special 2 | Trampling Charge | If the elephant moves at least 20 ft. straight toward a creature | and then hits it with a gore attack on the same turn, |
that target must succeed on | a DC 12 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 |
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 prone creature | Hit 3d10+6 bludgeoning damage | ||
Action 3 | Plunder Item | The elephant attempts to steal a magic item that a creature within 5 feet | is currently holding or has used since the end of the elephant's last turn. |
The elephant makes a Strength (Sleight of Hand) check | contested 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 store | the 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 Class | 14 (natural armor) | ||
---|---|---|---|
Hit Points | 8d12+24 | ||
Speed | 40 ft. | ||
Strength | 22 (+6) | ||
Dexterity | 9 (-1) | ||
Constitution | 17 (+3) | ||
Intelligence | 3 (-4) | ||
Wisdom | 11 (+0) | ||
Charisma | 6 (-2) | ||
Skills | Sleight of Hand d20+5 | ||
Senses | Passive Perception 10 | ||
Languages | --- | ||
Challenge | 7 (7143 XP) | ||
Special 1 | Magic Resistance | The elephant has an advantage on saving throws | against spells and other magical effects |
Special 2 | Trampling Charge | If the elephant moves at least 20 ft. straight toward a creature | and then hits it with a gore attack on the same turn, |
that target must succeed on a DC 12 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 | |
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 prone creature | Hit 3d10+6 bludgeoning damage | ||
Action 3 | Wand of Missiles | The elephant casts magic missile as a 3rd-level spell |
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