Wooly Mammoth, Blink

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Wooly Mammoth, Blink
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