Max Elephant (Jujutsu Kaisen Supplement)

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Max Elephant[edit]

Huge monstrosity (shikigami), unaligned


Armor Class 17 (natural armor)
Hit Points 126 (12d12 + 48)
Speed 40 ft.


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

Saving Throws Str +11, Con +7
Proficiency Bonus +3
Senses passive Perception 11
Languages
Challenge 9 (5,000 XP)


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.

Magic Weapons. The 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 18 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.

4.00
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