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Elephant man miniature character
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Elephogiant Description: An Elephogiant is a monstrous fusion of human and elephant. Standing over 20 feet tall, its hulking, muscular body resembles that of a giant, but with the head of a massive elephant. Its tusks gleam menacingly, and its trunk can lift enormous weights or slam foes into the ground. Known for its brutal strength and relentless aggression, the Elephogiant serves as both guardian and conqueror in forgotten jungles or ruined cities. Its roar shakes the ground, and its devastating attacks leave destruction in their wake. Size: Huge Type: Monstrosity Alignment: Neutral Evil (adjust as needed) Armor Class (AC): 17 (Natural Armor) Hit Points (HP): 212 (17d12 + 102) Speed: 40 ft. STR: 26 (+8) DEX: 10 (+0) CON: 22 (+6) INT: 8 (-1) WIS: 14 (+2) CHA: 9 (-1) Saving Throws: Strength +13, Constitution +11 Skills: Athletics +13, Perception +7 Damage Resistances: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Senses: Darkvision 60 ft., Passive Perception 17 Languages: Understands Common and Giant but can't speak Challenge Rating (CR): 10 Traits: Trampling Charge. If the Elephogiant 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 19 Strength saving throw or be knocked prone. If the target is prone, the Elephogiant can make one Stomp attack against it as a bonus action. Thick Hide. The Elephogiant’s tough skin gives it resistance to nonmagical bludgeoning, piercing, and slashing damage. Savage Strength. The Elephogiant’s brute strength allows it to ignore the first 5 points of damage taken from any weapon-based attacks. Actions: Multiattack. The Elephogiant makes three attacks: one with its Gore, one with its Stomp, and one with its Fist. Gore. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 26 (4d8 + 8) piercing damage. Stomp. Melee Weapon Attack: +13 to hit, reach 5 ft., one prone target. Hit: 24 (3d10 + 8) bludgeoning damage. Fist. Melee Weapo
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