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Mr. T's War Elephants and rules for Howdahs
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<blockquote data-quote="Mr. T" data-source="post: 1759213" data-attributes="member: 23035"><p>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 </p><p>If you don't like my elephants, the rules i made for Howdahs should work on the ordinary MM elephants.</p><p>Comment Very Welcome </p><p></p><p></p><p><strong>War Elephants</strong></p><p></p><p><strong>Huge Animal</strong></p><p><strong>Hit Die:</strong> 10d8+50 (95 Hit Points)</p><p><strong>Initiative: </strong>+0</p><p><strong>Speed: </strong>35ft in lamellar, 50ft base</p><p><strong>Armor Class: </strong>19 (-2 size, +6 natural, +5 lamellar), touch 8, flat-footed 19</p><p><strong>Base Attack/Grapple: </strong>+7/+24</p><p><strong>Attack: </strong>Tusk Stab +10 (2d6+9, x3 critical)</p><p><strong>Full Attack: </strong>Slam +16 (2d6+9) or 2 Stamps (1d10+9) or Tusk Stab +10 (2d6+9, x3 critical)</p><p><strong>Space/Reach:</strong> 15ftx10ft/10ft</p><p><strong>Special Attacks:</strong> Tusk Swing, Trumpet</p><p><strong>Special Qualities: </strong>Greater Scent</p><p><strong>Saves:</strong> Fort +14, Ref +3, Will +9</p><p><strong>Abilities:</strong> Str 28, Dex 10, Con 20, Int 2, Wis 15, Cha 7</p><p><strong>Skills: </strong>Listen +14, Spot +4, Survival +5</p><p><strong>Feats:</strong> Alertness, Endurance, Power Attack</p><p><strong>Environment:</strong> Warm Plains</p><p><strong>Organization: </strong>Solitary or Herd (6-30)</p><p><strong>Challenge Rating:</strong> 7</p><p><strong>Treasure:</strong> None</p><p><strong>Alignment: </strong>Always Neutral</p><p><strong>Advancement:</strong> 11-18 HD (Huge)</p><p><strong>Level Adjustment: </strong>--</p><p></p><p><strong>Tusk Swing (Ex):</strong> 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. </p><p></p><p><strong>Trumpet (Ex):</strong> 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).</p><p></p><p>-------------------------------------------------------------------------------------</p><p></p><p><strong>Howdahs:</strong> 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.</p><p> <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Mr. T, post: 1759213, member: 23035"] 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 [B]War Elephants[/B] [B]Huge Animal[/B] [B]Hit Die:[/B] 10d8+50 (95 Hit Points) [B]Initiative: [/B]+0 [B]Speed: [/B]35ft in lamellar, 50ft base [B]Armor Class: [/B]19 (-2 size, +6 natural, +5 lamellar), touch 8, flat-footed 19 [B]Base Attack/Grapple: [/B]+7/+24 [B]Attack: [/B]Tusk Stab +10 (2d6+9, x3 critical) [B]Full Attack: [/B]Slam +16 (2d6+9) or 2 Stamps (1d10+9) or Tusk Stab +10 (2d6+9, x3 critical) [B]Space/Reach:[/B] 15ftx10ft/10ft [B]Special Attacks:[/B] Tusk Swing, Trumpet [B]Special Qualities: [/B]Greater Scent [B]Saves:[/B] Fort +14, Ref +3, Will +9 [B]Abilities:[/B] Str 28, Dex 10, Con 20, Int 2, Wis 15, Cha 7 [B]Skills: [/B]Listen +14, Spot +4, Survival +5 [B]Feats:[/B] Alertness, Endurance, Power Attack [B]Environment:[/B] Warm Plains [B]Organization: [/B]Solitary or Herd (6-30) [B]Challenge Rating:[/B] 7 [B]Treasure:[/B] None [B]Alignment: [/B]Always Neutral [B]Advancement:[/B] 11-18 HD (Huge) [B]Level Adjustment: [/B]-- [B]Tusk Swing (Ex):[/B] 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. [B]Trumpet (Ex):[/B] 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). ------------------------------------------------------------------------------------- [B]Howdahs:[/B] 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 [/QUOTE]
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