Max Elephant (Jujutsu Kaisen Supplement)
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Max Elephant[edit]
Huge monstrosity (shikigami), unaligned Armor Class 17 (natural armor)
Saving Throws Str +12, Con +8 Trampling Charge. If the elephant 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 20 Strength saving throw or be knocked prone. If the target is prone, the elephant can make one stomp attack against it as a bonus action. Realistic Weight. When Max Elephant falls to the ground, if it falls on any creatures they must succeed on a DC 20 Constitution saving throw, taking 1d8 bludgeoning damage for every 10 feet Max Elephant fell, maximum 25d8, and be knocked prone on a failure or half as much on a success. Cursed Weapons. The Max Elephant's weapon attacks are magical. ACTIONSMultiattack. The elephant makes two attacks: one with its gore and one with its stomp. In place of a stomp attack, it may make a trunk attack. Gore. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 21 (3d8 + 8) piercing damage. Stomp. Melee Weapon Attack: +12 to hit, reach 5 ft., one prone creature. Hit: 24 (3d10 + 8) bludgeoning damage. Trunk. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage. The target must succeed on a DC 20 Strength saving throw or be pushed back 10 feet and be knocked prone. Water Spray. Ranged Weapon Attack: +12 to hit, range 20/40 ft., one target. Hit: 7 (2d6) bludgeoning damage. Water Cannon (Recharge 4-6). The elephant sprays water in a 15-foot cone. Each creature in that area must make a DC 20 Dexterity saving throw. On a failed save, a creature takes 13 (3d8) bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone.
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The max elephant is a large elephant with black markings on its forehead, the top of its head, its back, and its knees. Improved Durability. This creature uses the Improved Durability rule. |
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