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# 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.