Mr. T's War Elephants and rules for Howdahs

Mr. T

First Post
Here are my stats for War Elephants and Howdahs (the platform on the elephants back). I did a little resaerch on elephants (and their use in war), so most i've this should fairly historicly accurate. From what info I got, the elephants in Monster Manuel are the result of a couple of designers, who did't have time to look any thing up. Anyway, here it is
If you don't like my elephants, the rules i made for Howdahs should work on the ordinary MM elephants.
Comment Very Welcome


War Elephants

Huge Animal
Hit Die: 10d8+50 (95 Hit Points)
Initiative: +0
Speed: 35ft in lamellar, 50ft base
Armor Class: 19 (-2 size, +6 natural, +5 lamellar), touch 8, flat-footed 19
Base Attack/Grapple: +7/+24
Attack: Tusk Stab +10 (2d6+9, x3 critical)
Full Attack: Slam +16 (2d6+9) or 2 Stamps (1d10+9) or Tusk Stab +10 (2d6+9, x3 critical)
Space/Reach: 15ftx10ft/10ft
Special Attacks: Tusk Swing, Trumpet
Special Qualities: Greater Scent
Saves: Fort +14, Ref +3, Will +9
Abilities: Str 28, Dex 10, Con 20, Int 2, Wis 15, Cha 7
Skills: Listen +14, Spot +4, Survival +5
Feats: Alertness, Endurance, Power Attack
Environment: Warm Plains
Organization: Solitary or Herd (6-30)
Challenge Rating: 7
Treasure: None
Alignment: Always Neutral
Advancement: 11-18 HD (Huge)
Level Adjustment: --

Tusk Swing (Ex): As a standard action, the war elephant can make an attack against AC 10. If the attack is successful, all opponents in the 3 adjacent front squares of the war elephant must make a reflex DC 21 or be knocked prone and take 2d6+9 damage. TO get the war elephant to this ability unwilling requires a Handle Animal check DC 15 by the elephant’s driver.

Trumpet (Ex): Once every 1d6 rounds, the war elephant can let loose a deep trumpet, striking terror onto the heart of the inexperienced or unwary. All opponents with HD equal to half the war elephant’s HD (5 or less HD, for a unmodified war elephant) who hear the trumpet must make a will save DC 13 or be shaken (-2 attacks, skill checks) for 1d4 rounds. Horses who hear the elephants trumpet make their will saves against DC 15 and will not willing approach any closer to the war elephant (riders of the horse/s must make a handle animal check DC 15 as a move action to force the horse any closer to the war elephant).

-------------------------------------------------------------------------------------

Howdahs: A howdah mounted on a war elephant allows a total of 5 medium size creatures to ride the war elephant. Sitting in a howdah grants a +4 Cover bonus to armor class and a +1 bonus on all melee attacks for being on higher ground. In addition to the aforementioned armor class bonuses, an opponent must be armed with a weapon with 10ft or more reach to strike you effectively or a ranged weapon (you still gain the cover bonuses). All attacks (ranged and melee) take a –5ft range/reach (thus you can’t use a scimitar (or any other melee weapon with out some sort of reach) to attack an opponent out side the howdah and if you use a 10ft reach weapon, you only treat it only can only attack opponents adjacent to the war elephant). A DM may rule that you can’t use certain reach weapons for maximum effectiveness (such a spiked chain) and impose a –6 penalty for such weapons. A howdah fitted to a huge war elephant costs 400 Gp. Howdahs themselves have 200 Hp, have a hardness of 15 and take double fire damage. The howdahs main weak point is the straps binding the howdah to the elephant. Attacking the straps requires a sunder attempt against armor class 18. Straps have 20 Hp and hardness 10 and take double fire damage. Knocking the howdah off is the only vary devastating melee option available. Reducing a howdah to 0 HP causes the riders to take a –2 penalty on all attacks plus there is a 50% each round the howdah falls off the elephant, dealing 2d6 to the occupants plus entangling them.
:D :D
 
Last edited:

log in or register to remove this ad

Mr. T said:
War Elephants

A couple things. 10 hit dice is probably too much for a natural animal. The base HD for a huge creatures is only 4. Just my feeling, but I'd top it out at 8. Also, I'd raise the Ride check DC for getting horses to approach to at least 25. Any horses trained around elephants should be immune to this effect.

I don't see why you give the Howdah a hardness of 15 since it was made of leather. 5 should be enough. Also, the biggest one I've ever heard of could only hold 4 men. The driver (mahout?) sat exposed on the elephant's neck. A two-man howdah (one with long spear and one with short bow) was more common as well as elephants without a howdah where the driver and one rider (armed with javelins) sat on the back.

Here's some pictures of the armored elephant display at the Royal Armories. Its fairly impressive in person. It is an armored elephant without a howdah. It is also lacking the lower leg protection needed to prevent hamstringing. In battle, elephants normally had light infantry attached to them to protect the creatures.

http://www.cybershooters.org/Royal Armoury/Elephant.JPG (kinda dark)
http://www.show.me.uk/dbimages/chunked_image/shm00467.JPG (kinda small)

Nice topic though.

Aaron
 

10 HD is, in fact, too little for a war elephant, if you want it to be more powerful than a normal one (which has 11 HD; at least in 3.0, anyway). Our party actually has a war elephant, although we've never rode him into battle. The GM statted him out by just advancing a normal one by +1 HD.

--Jeff
 

Jeph said:
10 HD is, in fact, too little for a war elephant, if you want it to be more powerful than a normal one (which has 11 HD; at least in 3.0, anyway). Our party actually has a war elephant, although we've never rode him into battle. The GM statted him out by just advancing a normal one by +1 HD.

Just to be fair, I think the MM elephant has too many hit dice as well.


Aaron
 

I'm talking about LOtr War Oliphantsish stuff. The howdahs i've seen where made of wood (I'll still lower the hardness to 10).
 

Well, by base monster creation rules, a few things:

(1) Attacks should be at +16/+11, not +16/+10. Whichever is the main attack mode should be +16, and should be the "Attack" entry--the slam according to what you have.

(2) Why did you reduce the attack sizes from standard? For a huge creature, the tusk ("bite") attack is 2d8 and the stamp ("claw") attack is 2d6. Also, the strength bonus should be halved on the secondary attacks (+4 rather than +9) unless only a single slam attack is made, which gets a +13 strength bonus.

(3) You owe the elephant another feat. (10/3 +1) I'd give it Multiattack (attacks go to +16/+14/+14) or Iron Will (as per MM).

(4) Why did you decrease the natural armor? If anything, a war elephant should have tougher hide, +8 or +9 to NA. (I'm assuming lamellar is also armor?)

On the howdah: Even wood only has hardness 5. I could see possibly giving the straps hardness 5 for being toughened leather, but 10 is pushing the bounds of believability--as is 20-HP straps which would have to be 4 inches thick. Even leather armor only has 10 HP.

I'd put the howdah at hardness 5, HP 200, and the straps at hardness 5, HP 10. But of course, you have to sunder all three of them.
 

About the elephants: soem people say they have to many HD, some to few.
Personnaly, I thought the elephanst in MM way to tough.

why did you decrease the natural armor? If anything, a war elephant should have tougher hide, +8 or +9 to NA. (I'm assuming lamellar is also armor?)

I'm not an expert on elephants, but the elephants in MM where african, where as War elephants would of orginated in India (i.e. smaller elephants). This is why I reduced the war elephants stats over all.
You would be correct in assuming lamellar is a armor (from OA).

I should of said this before, but I gave the war elephants a -4 penalty on all tusk attacks (I didn't think the tusks where in the most advanagous postition to attack with, other then perhaps a charge).

I made the following changes to howdahs

A howdah fitted to a huge war elephant c:osts 400 Gp. Howdahs themselves have 200 Hp, have a hardness of 5 and take double fire damage. The howdahs main weak point is the straps binding the howdah to the elephant. Attacking the straps requires a sunder attempt against armor class 20. Straps have 10 Hp and hardness 5 and take double fire damage.
(I don't have PHB accessible to me at the moment, so Hp and hardness may not be quite correct).
To knock a howdah off, the straps and the howdah itself must reduced to 0 Hp.

Anyway, thanks for the comments :cool: :cool:
 

Remove ads

Top