Mammoth
Mammoth, CR 6
STR
21
+7
DEX
8
-1
CON
19
+5
INT
2
-4
WIS
11
+0
CHA
6
-2
Special Abilites
Arctic Adaptation. The mammoth ignores the effects of cold weather. Trampling Charge. If the mammoth moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target must succeed in a Strength Contest against the mammoth or be knocked Prone. If the target is Prone, the mammoth can make one stomp attack against it as a Bonus Action.
Actions
Gore. Melee Attack: 1d20+10 to hit, reach 10 ft., one target. Hit: 25 ( 4d8+7 ) Piercing Damage. Stomp. Melee Attack: 1d20+10 to hit, reach 5 ft., one Prone creature or Small object. Hit: 29 ( 4d10+7 ) Bludgeoning Damage Trunk. Melee Attack: 1d20+10 to hit, reach 5 ft., one target. Hit: 18 ( 2d10+7 ) Bludgeoning Damage and the target must win a Strength Contest against the mammoth or be Grappled (escape DC 12). As long as a creature is grappled by the mammoth, it is Restrained.
Legendary Actions
The mammoth can take 3 epic actions, choosing from the options below. Only one epic action option can be used at a time and only at the end of another creature's Turn. The mammoth regains spent epic actions at the start of its turn. Stomp or Trunk Attack. The mammoth makes a stomp or trunk attack. Charge Attack (Costs 2 Actions). The mammoth moves 20 feet in a straight line and makes a gore attack on all enemies in its path. Any creature hit must win a Strength Contest against the mammoth or be knocked Prone and trampled. Rear Up (Costs 3 Actions). The mammoth makes a two stomp attacks and a gore attack against targets of its choice, even if those targets are not Prone.
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