Elephant
- Rating
- 4
- Type
- Beast
- Size
- Huge
Elephants are among the largest and most dangerous land beasts in the natural world. Intelligent, long-memoried, and extraordinarily powerful, they are capable of calculated aggression when threatened. A charging elephant can shatter stone walls and scatter entire formations of soldiers.
| Fight +4 | Reflex +1 | Perception +3 | Influence +2 | Lore +2 |
| Might +5 | Fortitude +5 | Stride +3 | Resolve +3 | |
| Physical Defense 4 | Elemental Defense 2 | AP 3 | Move 11m | |
| Physical Stress 15 | Mental Stress 10 | Consequences Mild, Moderate, Severe x2 |
Attacks
-
Gore (Fight +4, 1 AP) — 1d6 + 5 piercing damage. On a hit with a margin of 3 or more: target is flung 4m and knocked Prone.
-
Trunk Grab (Fight +4, 1 AP, Reach 3m) — No damage. Target is Grappled (Might vs Fight +5 to escape, costs 1 AP).
-
Stomp (Fight +4, 1 AP) — 1d6 + 5 bludgeoning damage. May only be used against a Prone target.
-
Trampling Charge (2 AP) — Move up to full speed in a straight line. All creatures in the path make Reflex defend roll vs Fight +4. On failure: 2d6 + 5 bludgeoning damage and knocked Prone. If target is already Prone after the charge, may make one free Stomp against them.
Special Abilities
-
Massive — Immune to forced movement from non-magical sources.
-
Thick Hide — Once per scene, reduce incoming damage by 4.
-
Charge Requirement — Trampling Charge requires moving at least 10m in a straight line before the attack.