Dungeons and Dragons Elephant 3.5 PBP RPG

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Elephant

Elephant

Huge Animal

Hit Dice:

11d8+55 (104 hp)

Initiative:

+0

Speed:

40 ft. (8 squares)

Armor Class:

15 (-2 size, +7 natural), touch 8, flat-footed 15

Base Attack/Grapple:

+8/+26

Attack:

Gore +16 melee (2d8+15)

Full Attack:

Slam +16 melee (2d6+10) and 2 stamps +11 melee (2d6+5); or gore +16 melee (2d8+15)

Space/Reach:

15 ft./10 ft.

Special Attacks:

Trample 2d8+15

Special Qualities:

Low-light vision, scent

Saves:

Fort +12, Ref +7, Will +6

Abilities:

Str 30, Dex 10, Con 21, Int 2, Wis 13, Cha 7

Skills:

Listen +12, Spot +10

Feats:

Alertness, Endurance, Iron Will, Skill Focus (Listen)

Environment:

Warm plains

Organization:

Solitary or herd (6-30)

Challenge Rating:

7

Advancement:

12-22 HD (Huge)

Level Adjustment:

-

Massive herbivores of tropical lands, elephants are unpredictable creatures but nevertheless are sometimes used as mounts or beasts of burden.

This entry describes an African elephant. Indian elephants are slightly smaller and weaker (Strength 28), but more readily trained (Wisdom 15). These statistics can also represent prehistoric creatures such as mammoths and mastodons.

Combat

Elephants tend to charge at threatening creatures.

Trample (Ex): Reflex half DC 25. The save DC is Strength-based.


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Metagaming can always be an issue, but if the Dungeon Master needs them to be uninformed, then he would have to play them separate. Makes for longer games, but it cn be necessary.

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