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Infernal Mammoth

Challenge
Terrain
str
24
dex
8
con
20
int
4
wis
10
cha
6

AC 15 (natural armor)

HP 104 (11d12+33; bloodied 52)

Speed 40 ft.


Proficiency +3; Maneuver DC 17

Damage Resistances necrotic

Damage Immunities poison

Condition Immunities charmed , fatigue , poisoned , strife

Senses darkvision 120 ft., passive Perception 10

Languages


Siege Platform. The mammoth has a small fortification on its back able to provide three-quarters cover to up to 4 Medium-sized creatures. On its turn each round, the mammoth acts on the commands given by the infernal dwarf directing it.

Trampling Charge. If the mammoth moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 17 Strength saving throw or be knocked prone .


ACTIONS

Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8+6) piercing and 4 (1d8) necrotic damage.

Stomp. Melee Weapon Attack: +9 to hit, reach 5 ft., one prone creature. Hit: 17 (2d10+6) bludgeoning and 4 (1d8) necrotic damage.


BONUS ACTIONS

Opportunity Step. The mammoth makes a stomp attack against a prone creature.

Description

Unholy runes carved into the corpse of this once majestic horned behemoth empowers it with fell energies, every step of the mammoth’s wounded limbs shaking the ground around it. Even before the reawakening of their infernal dwarven masters these accursed creatures were forced into an unlife of servitude, strange and wicked machinery of ancient make working in tandem with blasphemous magics to animate them inexorably forward.

Monster Type Description

Undead are supernatural creatures or spirits that are no longer alive but are still animate. Some have been reanimated by magic spells, such as skeletons . Others, like vampires , are the products of an evil ritual or curse.