monsters fey cr-17-20 Tome of Beasts 3

Animal Lord, Mammoth Queen

Huge Fey, CR 18. From Tome of Beasts 3.

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Animal Lord, Mammoth Queen

Huge Fey, chaotic good

Armor Class 20 (natural armor)

Hit Points 250 (20d12+120)

Speed 40 ft.

STR
25 (+7)
DEX
10 (+0)
CON
22 (+6)
INT
15 (+2)
WIS
18 (+4)
CHA
19 (+4)

Saving Throws Dex +6, Wis +1

Skills Perception +4

Damage Immunities cold, poison

Condition Immunities charmed, exhaustion, frightened, incapacitated, poisoned, stunned

Senses truesight 120', passive Perception 20

Languages all, telepathy 120'

Challenge 18 (20,000 XP)

Elephantine Passivism. No elephant mammoth or other elephantine creature can willingly attack her. Can be forced to do so magically.
Legendary Resistance (3/Day). Choose to succeed failed save.
Magic Resistance. Advantage: spell/magic effect saves.
Magic Weapons. Weapon attacks are magical.
Rejuvenation. If she dies soul reforms on Astral Plane. In 1d6 days it inhabits body of another elephantine creature on Material Plane which becomes the Queen with all hp and abilities thereof. Only killing every elephantine creature on the Material Plane will prevent this.
Speak with Elephantines. Communicate with any elephant mammoth or other elephantine creature as if they shared a language.
Trampling Charge. If she moves 20'+ straight to creature and then hits it with Gore on same turn target knocked prone (DC 20 Str negates). If target is prone queen can make one Stomp vs. it as a bonus action.
Stomp (Elephantine or True Form). Melee Weapon Attack: +13 to hit, 5 ft., one target, 34 (5d10+7) bludgeoning damage.
Trunk (Elephantine or True Form). Melee Weapon Attack: +13 to hit, 15 ft., one creature,. Target is grappled (escape DC 19) if it is a Large or smaller creature. Until grapple ends target restrained queen can't use Trunk on another.
Tusk Sweep (Elephantine or True Form Recharge 5-6). Channels raw magic as she sweeps her tusks in a wide arc. Each creature in a 15 ft. cube: 35 (10d6) bludgeoning damage and is pushed up to 15 ft. away from the queen (DC 20 Dex half damage and isn't pushed away).

Actions

Multiattack. Three Battleaxes or two Gores or she makes one Gore and one Stomp. She can replace one attack with one Trunk or Trunk Slam.
Battleaxe (Humanoid or True Form). Melee Weapon Attack: +13 to hit, 10 ft., one target, 20 (3d8+7) slashing damage or 23 (3d10+7) slashing damage if used with two hands.
Gore (Elephantine or True Form). Melee Weapon Attack: +13 to hit, 10 ft., one target, 34 (6d8+7) piercing damage.
Trunk Slam. One up to Large object held/creature grappled by her is slammed to ground or flung. Creature slammed: 27 (5d10) bludgeoning damage (DC 20 Con half). This doesn't end grappled condition on target. Creature flung: thrown up to 60' in random direction and knocked prone. If thrown creature strikes solid surface target: 3 (1d6) bludgeoning damage per 10 ft. thrown. If target is thrown at another creature that creature: DC 19 Dex save or take same damage and knocked prone.

Reactions

Catch Weapon (Elephantine or True Form). When hit by a melee weapon attack she can reduce the damage by 1d10+17. If this reduces damage to 0 queen can catch the weapon with her trunk if she is not using it to grapple a creature. If Queen catches a weapon in this way she must make a Str (Athletics) check contested by attacker's Str (Athletics) or Dex (Acrobatics) check (target chooses). Queen has disadvantage on the check if wielder is holding item with 2+ hands. If she wins she disarms creature and can throw the weapon up to 60' in a random direction as part of the same reaction.

Legendary Actions

Regenerative Hide. Regains 15 hp. She can't use this legendary action again until the end of her next turn.
Trunk. Makes one Trunk attack.
Shoving Stampede (2). Charges becoming unstoppable stampede in line up to 80' long × 15 ft. wide. All in line: 14 (4d6) bludgeoning damage and pushed up to 15 ft. away and knocked prone (DC 20 Dex half not pushed/prone). Queen's move along this line doesn't provoke opportunity attacks.
Queen's Trumpet (3). Emits loud trumpeting audible to 300'. Chooses up to 3 creatures that can hear trumpet. If target is friendly has advantage on its next attack roll ability check or save. If hostile: DC 20 Wis save or frightened til end of its next turn.


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