Max Elephant (Jujutsu Kaisen Supplement)

From D&D Wiki
Jump to navigation Jump to search

Max Elephant[edit]

Huge monstrosity (shikigami), unaligned


Armor Class 17 (natural armor)
Hit Points 252 (24d12 + 96)
Speed 40 ft.


STR DEX CON INT WIS CHA
26 (+8) 10 (+0) 19 (+4) 3 (-4) 12 (+1) 6 (-2)

Saving Throws Str +12, Con +8
Proficiency Bonus +4
Senses passive Perception 11
Languages
Challenge 9 (5,000 XP)


Invisible Force. The Max Elephant is entirely made out of cursed energy, meaning it cannot be seen by normal people. Creatures without levels in the Jujutsu Sorcerer class or who cannot see into the ethereal plane cannot see it. Although, if these creatures were in a life and death situation(less than half their maximum hit points), they gain the ability to see it.

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.

ACTIONS

Multiattack. 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.


Max_Elephant.png
A Max Elephant being summoned, [[1]]

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.

4.33
(3 votes)

Back to Main Page5e HomebrewCreatures

FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Jujutsu Kaisen franchise, and/or include content directly affiliated with and/or owned by Shueisha. D&D Wiki neither claims nor implies any rights to Jujutsu Kaisen copyrights, trademarks, or logos, nor any owned by Shueisha. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png