Amebelodon
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.
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 Dice | 11d8+66 (115 hp) |
Initiative | +0 |
Speed | 40 ft. (8 squares), Swim 15 ft. |
Armor Class | 16 (-2 size, +8 natural), touch 8, flat-footed 16 |
Base Attack/Grapple | +8/+27 |
Attack | Slam +17 melee (2d8+11) |
Full Attack | Slam +17 melee (2d8+11) and 2 stamps +12 melee (2d6+5) |
Space/Reach | 15 ft./10 ft. |
Special Attacks | Toss muck, trample 2d12+16 |
Special Qualities | Low-Light Vision, marsh move, Scent |
Saves | Fort +13, Ref +7, Will +5 |
Abilities | Strength 32, Dexterity 11, Constitution 23, Intelligence 2, Wisdom 10, Charisma 5 |
Skills | Listen +9, Spot +9, Swim +19 |
Feats | Alertness, Endurance, Improved Natural Attack (slam), Iron Will |
Environment | Temperate swamps |
Organization | Solitary, pair, or herd (3-6) |
Challenge Rating | 7 |
Treasure | None |
Alignment | Always neutral |
Advancement | 10-27 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).