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Elephant

Massive herbivores with valuable ivory tusks

animal mammal neutral

Basic Fantasy Role-Playing Game

BFRPG

Armor Class16
Hit Dice9 (+8)
Number AppearingWild 1d20
Attacks2 tusks, 1 trunk grab, 2 tramples
Damage2d4 tusk, 2d6 grab, 2d8 trample
Movement40' (10')
Save AsFighter: 9
Morale8
XP1075
Treasure Typespecial

A light load for an Asiatic elephant is up to 7,000 pounds, and a heavy load up to 14,000 pounds.

Though elephants have five distinct attack modes (two tusks, a trunk grab, and two tramples with the front feet), a single elephant can apply no more than two of these attacks to any single opponent of small or medium size; large opponents may be targeted by three of these attacks in a round. However, an elephant can attack multiple opponents in its immediate area at the same time.

An elephant has no treasure as such, but the tusks of an elephant are worth 1d8 x 100 gp each.

Variants

Asiatic Elephant (base type)

A light load for an Asiatic elephant is up to 7,000 pounds, and a heavy load up to 14,000 pounds.

Armor Class16
Hit Dice9 (+8)
Number AppearingWild 1d20
Attacks2 tusks, 1 trunk grab, 2 tramples
Damage2d4 tusk, 2d6 grab, 2d8 trample
Movement40' (10')
Save AsFighter: 9
Morale8
XP1075
Treasure Typespecial
African Elephant (variant type)

A light load for an African elephant is up to 7,500 pounds; a heavy load, up to 15,000 pounds.

Armor Class18
Hit Dice10 (+9)
Number AppearingWild 1d12
Attacks2 tusks, 1 trunk grab, 2 tramples
Damage2d4 tusk, 2d6 grab, 2d8 trample
Movement50' (15')
Save AsFighter: 10
Morale8
XP1300
Treasure Typespecial
Copyright 2006-2023 Chris Gonnerman. Creative Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4.0). License

Other Sources

Old-School Essentials Classic Fantasy
Armor Class5 [14]
Hit Dice9 (40hp)
Number Appearing0 (1d20)
Attacks2 × tusk (2d4) or 1 × trample (4d8)
THAC012 [+7]
Movement120' (40')
Saving ThrowsD10 W11 P12 B13 S14 (5)
Morale8
AlignmentNeutral
XP900
Treasure TypeTusks
Massive, tusked animals that dwell near subtropical forests. Wandering individuals or whole herds may be encountered.

Special Abilities

Charge: In first round of combat, when not in melee. Requires clear run of at least 20 yards. Tusks inflict double damage.
Trample: 3-in-4 chance of trampling each round. +4 to-hit human-sized or smaller creatures.
Ivory: Each tusk is worth 1d6 × 100gp.