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“Amebelodon: The Shovel-Tusked Juggernaut of Primeval Floodplains”

The Amebelodon is a massive, shovel-tusked elephantine beast that roams ancient floodplains and boglands, using its broad lower tusks to dredge roots, tear riverbanks, and unearth prey from the mud—an elemental survivor of earth and water, both gentle grazer and unstoppable force when roused.


Appearance

The Amebelodon resembles a towering elephant, but its most striking feature is the pair of broad, flattened lower tusks that project forward like ivory shovels, polished smooth by centuries of use. Its hide is thick, mud-streaked, and weathered with scars from stone and brush, while its small, deep-set eyes gleam with the quiet intelligence of an ancient river beast. Moss, reeds, and silt often cling to its flanks, lending it the look of a living island rising from the mire.


Behaviour

Normally calm and deliberate, Amebelodons travel in small, matriarchal herds through river valleys, shaping the land as they feed. When threatened, their placid nature erupts into thunderous rage—they bellow loud enough to rattle trees and charge with crushing weight, sweeping their tusks like plows of destruction. Yet they are fiercely protective of their young and exhibit surprising gentleness toward trusted creatures.


Habitat

Amebelodons dwell in floodplains, marshes, and low river deltas where water and soil interlace. They prefer regions rich in vegetation and soft sediment, following the seasonal pulse of rivers and wetlands. Their migrations shape waterways and nourish the land, leaving behind new channels and fertile silt.


Modus Operandi

Primarily foragers and territorial defenders, Amebelodons use their tusks to dig for roots, aquatic plants, and mineral-rich clay. In battle, they wield those same tusks as devastating weapons—capable of overturning wagons, shattering fortifications, and crushing anything beneath their charge. When enraged or magically bound, they can churn the ground into sucking mire, trapping enemies where they stand.


Motivation

Driven by instincts of guardianship and renewal, Amebelodons seek fertile ground and clean waters, defending them from fire, blight, and predation. Druids and nature-keepers revere them as ancient wardens of the floodplains, embodiments of the balance between creation and decay that sustains the living earth.

  • Amebelodon 5e 2024
  • Amebelodon, Pathfinder
  • Amebelodon 3.5

Huge beast, unaligned


Armor Class: 15 (natural armor)
Hit Points: 140 (15d12 + 60)
Speed: 40 ft., swim 20 ft.


STRDEXCONINTWISCHA
23 (+6)10 (+0)18 (+4)4 (−3)14 (+2)9 (−1)

Saving Throws: Str +9, Con +7, Wis +5
Skills: Perception +5, Survival +5, Athletics +9
Damage Resistances: bludgeoning from nonmagical attacks
Condition Immunities: prone (while standing in water or mud at least 2 ft. deep)
Senses: passive Perception 15
Languages:
Challenge: 7 (2,900 XP) Proficiency Bonus: +3


Traits

Amphibious Forager.
The Amebelodon can breathe air and water and has advantage on checks to detect or locate plants or animals in muddy or aquatic terrain.

Tremor Sense (30 ft.).
While in contact with the ground or riverbed, the Amebelodon detects vibrations and movement within 30 feet.

Trampling Charge.
If the Amebelodon moves at least 20 feet straight toward a creature and hits it with a Tusks attack, that target must succeed on a DC 17 Strength saving throw or be knocked prone. The Amebelodon can then make one Stomp attack against it as a bonus action.

Trample Over Soft Ground.
The Amebelodon moves naturally through mud, marsh, or shallow water without penalty. Any Small or Medium creature in its path must succeed on a DC 16 Strength saving throw or be knocked prone as the Amebelodon passes through.


Actions

Multiattack.
The Amebelodon makes two attacks: one with its Tusks and one with its Stomp.

Tusks (Gore). Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
Hit: 23 (4d8 + 6) piercing damage. If in mud or water, it can push the target 10 feet and knock it prone.

Stomp. Melee Weapon Attack: +9 to hit, reach 5 ft., one prone or Medium-or-smaller creature.
Hit: 19 (3d8 + 6) bludgeoning damage.

Mud Trample (Recharge 5–6).
The Amebelodon moves through soft terrain in a straight line up to 20 ft., affecting any Small or Medium creature in its path. Each creature must succeed on a DC 16 Strength saving throw or be knocked prone. The ground becomes difficult terrain until the end of the Amebelodon’s next turn. This represents natural trampling, digging, and displacement of mud—not magical effects.


Tactics

The Amebelodon uses raw size, tusks, and terrain to dominate. It will:

  • Charge through open ground to knock foes prone with Trampling Charge
  • Use Stomp against prone or small creatures
  • Move through mud, marsh, or shallow water to hinder opponents naturally
  • Protect its herd or young, focusing attacks on the most immediate threats

It fights like a realistic prehistoric juggernaut, blending environmental control and brute force.

Huge Animal

CR: 7
XP: 3,200

Init: +0; Senses: low-light vision, tremorsense 30 ft.; Perception +15


DEFENSE

AC: 20, touch 11, flat-footed 20 (+9 natural, +1 size)
hp: 110 (13d8+52)
Fort: +11; Ref: +4; Will: +5
Defensive Abilities: Tremorsense; Trample Over Soft Ground
Immune: prone while standing in mud or shallow water


OFFENSE

Speed: 40 ft., swim 20 ft.
Melee: Tusks +17 (2d6+9/19–20) and Stomp +17 (2d8+9)
Space/Reach: 15 ft./10 ft.
Special Attacks: Trampling Charge, Mud Trample (20-ft. line, DC 18 Strength save to avoid prone, difficult terrain)
Spell-Like Abilities:


STATISTICS

Str 23, Dex 10, Con 18, Int 2, Wis 14, Cha 9
Base Atk +9; CMB +18; CMD 30 (34 vs. trip)

Feats: Power Attack, Improved Bull Rush, Improved Overrun, Combat Reflexes

Skills: Perception +15, Survival +10, Swim +10, Knowledge (nature) +5
Languages:


SPECIAL ABILITIES

Trampling Charge (Ex): If the Amebelodon moves at least 20 ft. straight toward a foe and hits with a Tusks attack, the target is knocked prone (DC 18 Strength). The Amebelodon can then make one Stomp attack as part of the charge.

Trample Over Soft Ground (Ex): The Amebelodon moves through mud, marsh, or shallow water without penalty. Any Small or Medium creature in its path must succeed on a DC 18 Strength save or be knocked prone. Terrain becomes difficult until the end of its turn.

Tremorsense (Ex): The Amebelodon detects vibrations within 30 ft. while in contact with the ground or riverbed.


ECOLOGY

Environment: Temperate floodplains, marshes, and river deltas
Organization: Solitary, pair, or herd (3–6)
Treasure: None


TACTICS

During Combat:
Amebelodons fight like massive, natural juggernauts. They charge through open terrain to knock foes prone with Trampling Charge and Stomp attacks. In marshy or muddy areas, they use Trample Over Soft Ground to hinder enemy movement and control the battlefield. They defend their young fiercely, focusing attacks on the most immediate threat.

Morale: Generally calm and deliberate, they fight fiercely when provoked or when defending a herd. They retreat only if severely wounded.


DESCRIPTION

The Amebelodon is a massive, prehistoric elephant-like animal distinguished by its broad, flattened lower tusks, which it uses to dig roots, strip vegetation, and move soil. Its thick, mud-streaked hide bears scars from riverbeds, while moss and reeds often cling to its flanks, giving it the appearance of a living island moving through floodplains. Despite its size, it shows careful social behavior and remarkable adaptation to soft, marshy terrain.

1932 A. fricki restoration showing a possibly inaccurate short trunk, Amebelodon
1932 A. fricki restoration showing a possibly inaccurate short trunk

This gigantic elephantlike creature has two sets of tusks, the upper pair like those of a typical elephant, and the lower pair longer, straighter, and shovel-like.

Originally Posted by Shade of the En World forums. 

On this Thread 

The amebelodon is a proboscidean adapted to life in swamps and rivers. It uses its shovel-like tusks to scoop up water plants which make up the bulk of its diet or to scrape bark from trees.

An amebelodon stands 10 feet high at the shoulder and weighs over 4,000 pounds.

Amebelodon
Huge animal
Hit Dice11d8+66 (115 hp)
Initiative+0
Speed40 ft. (8 squares), Swim 15 ft.
Armor Class16 (-2 size, +8 natural), touch 8, flat-footed 16
Base Attack/Grapple+8/+27
AttackSlam +17 melee (2d8+11)
Full AttackSlam +17 melee (2d8+11) and 2 stamps +12 melee (2d6+5)
Space/Reach15 ft./10 ft.
Special AttacksToss muck, trample 2d12+16
Special QualitiesLow-Light Vision, marsh move, Scent
SavesFort +13, Ref +7, Will +5
AbilitiesStrength 32, Dexterity 11, Constitution 23, Intelligence 2, Wisdom 10, Charisma 5
SkillsListen +9, Spot +9, Swim +19
FeatsAlertness, EnduranceImproved Natural Attack (slam), Iron Will
EnvironmentTemperate swamps
OrganizationSolitary, pair, or herd (3-6)
Challenge Rating7
TreasureNone
AlignmentAlways neutral
Advancement10-27 HD (Huge)
Level Adjustment

COMBAT

An amebelodon fights much like an elephant, although its tusks are not useful in battle.

Marsh Move (Ex): Amebelodons take no movement penalties for moving in marshes or mud.

Toss Muck (Ex): As a standard action, an amebelodon can toss a tuskful of muck at a target within 20 feet. This requires a ranged touch attack. The target is blinded until it takes a move action to wipe off the muck. This ability may only be used in muddy or marshy terrain.

Trample (Ex): Reflex half DC 25. The save DC is Strength-based.

Skills: An amebelodon has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Originally appeared in Dragon Magazine #137 (1988).

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