Introduction Playing ELDRA Character Creation Game Mechanics Equipment Peoples of ELDRA Classes Skills Spells Spellcasting Stunts Bestiary

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.