The Dragonlance Nexus

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Woolly Mammoth

D&D 3e (3.0/3.5) Rules

by James O'Rance


Huge Animal
Hit Dice: 13d10+91 (163 hp)
Initiative: +0
Speed: 40 ft.
AC: 18 (-2 size, +10 natural)
Attacks: Slam +21 melee, 2 stamps +16 melee; or gore +21 melee
Damage: Slam 2d6+12, stamp 2d6+6, gore 2d8+18
Face/Reach: 10 ft. by 20 ft./10 ft.
Special Attacks: Trample 2d8+18
Special Qualities: Cold resistance 20, scent
Saves: Fort +15, Ref +8, Will +6
Abilities: Str 34, Dex 10, Con 24, Int 2, Wis 14, Cha 2
Skills: Listen +8, Spot +7, Swim +14
Climate/Terrain: Cold plains
Organisation: Solitary or herd (5-10)
Challenge Rating: 13
Treasure: None
Alignment: Always neutral
Advancement: 14-28 (Huge)

These huge heribovores are only found in the very southern reaches of the Plains of Dust, such the plains around Zeriak near Icewall Glacier. They are distantly related to elephants, but are covered in a hairy coat and stand between twelve and sixteen feet tall. Woolly mammoth tusks are often twice as large as those of an elephant.

Combat

Woolly mammoths are not naturally aggressive, and if threatened will usually trample opponents and then flee. However, if mammoths are goaded or teased, or if their calves aare threatened, they may become enraged. Angry mammoths attempt to charge at foes and gore them with their deadly tusks.

Trample (Ex): A woolly mammoth can trample Medium-size or smaller creatures for automatic gore damage. Opponents who do not make attacks of opportunity agaist the mammoth can attempt a Reflex save (DC 23) to halve the damage.

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