Mammoth
Huge animal- Challenge
- STR
- 7
- DEX
- −1
- CON
- 5
- INT
- −4
- WIS
- 0
- CHA
- −2
- Soak
- 1
- Fort
- +6
- Ref
- +4
- Will
- +0
Maneuvers. The mammoth uses maneuvers (maneuver save Difficulty 18). It has 12 stamina dice which are d8s, a dice limit of 2, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:
1 stamina die: fling (Gore), spring attack, swipe (Gore), trampling charge
Actions (2)
Gore (1/turn). Melee Weapon Attack: +9 to hit, reach 2 m. Hit: 20 (3d8 + 7) piercing damage.
Stomp (1/turn). Melee Weapon Attack: +9 to hit., one prone creature. Hit: 23 (3d10 + 7) bludgeoning damage.
Maneuvers
As an action you can attempt to grab and throw a creature that is your size or smaller with a natural weapon such as a tentacle. The creature must make a Reflex saving throw.
On a failure, you throw it 2 meters away from you where it falls prone and takes bludgeoning damage equal to the stamina die.
On a critical failure, you throw it twice as far and it takes twice as much damage.
Enhance
You can increase the damage, target a creature of a larger size, and throw the creature an additional 2 meters for each additional stamina die expended.
As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.
On a hit, add the stamina die to the attack’s damage.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage for each additional stamina die expended.
As an action, make a weapon attack with a melee weapon with a natural weapon that deals slashing damage and then swipe through the target. Each creature within 1 meter of the target and within your weapon’s reach must make a Reflex saving throw.
On a failure, it takes slashing damage equal to the stamina die.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
Enhance
You can increase the damage for each additional stamina die expended.
As an action, you can use the Dash action. If you use a Brawn check to Overrun a creature during this movement and your check passes the creature’s passive Brawn or Nimbleness (if it chooses to avoid you), it takes bludgeoning damage equal to the stamina die and is knocked prone. If you fail to Overrun by 4 or less, the creature takes half as much bludgeoning damage, but isn’t knocked prone.
Enhance
You can increase the damage for each additional stamina die expended.