Climate/Terrain: | Subarctic/Plains |
---|---|
Frequency: | Very rare |
Organization: | Herd |
Activity Cycle: | Day |
Diet: | Herbivore |
Intelligence: | Semi- (2-4) |
Treasure: | Tusks (good luck!) |
Alignment: | Neutral |
No. Appearing: | 1-12 |
Armor Class: | 5 |
Movement: | 12 |
Hit Dice: | 15 |
THAC0: | 5 |
No. of Attacks: | 5 (2 tusks, 1 trunk constriction, 2 forefeet) |
Damage/Attack: | 2-16/2-16/2-12/2-12-12 |
Special Attacks: | Blinking |
Special Defenses: | Nil |
Magic Resistance: | Nil |
Size: | L (14' tall at shoulder) |
Morale: | Elite (14) |
XP Value: | 12,000 |
These otherwise normal mammoths blink in and out at random when attacked, using a limited form of teleportation as do blink dogs. They will blink on a roll of 5 or better on 1d12, with a range of up to 60', and will reappear as per a 1d12 roll: 1 = in front of opponent; 2 = shield (or left) front flank; 3 = unshielded (or right) front flank; 4-8 = behind opponent; 9-12 = on top of opponent. If a blink mammoth appears directly above its opponent, the victim is crushed for 6-36 hp damage. All of his equipment must save vs. crushing blow, and the victim must save vs. wands to avoid being knocked unconscious for 2-12 rounds. Only one blink mammoth will “drop in on” a victim at a time. Additionally, any victim so struck must make a dexterity check on 4d6 to avoid being knocked down, thus giving the blink mammoths a +2 to-hit bonus if the victim fails to get initiative to stand up.
The heavy tusks of these mammoths have 150% of the weight and value of elephants' tusks, being worth 1d6 × 150 gp each, or about 6 gp per pound. Getting the tusks, of course, is a problem.
Created by: Sharon Jenkins