African Elephant
At a weight of roughly 1d4+3 tons, these elephants live in matriarchal herds of 8d12 individuals, including adult females and calves of both gender. Males are larger, and more volatile, than females – especially when they enter musth , which drives them both to become more aggressive and to seek out mates. Elephants can communicate through subsonic vibrations which seems to give them uncanny knowledge about their surroundings and the creatures therein – including adventurers and hunters. Adult African elephant tusks are 1d4+4 feet long and weigh 1d50+50 pounds each. 80% of the time an elephant’s tusks are of equal size and weight; otherwise, one tusk may be broken or damaged. Tusks are worth 1 gp per pound. African elephants cannot generally be trained for work, although they are intelligent. Because they need to eat a prodigious amount of food, elephants sometimes raid banana plantations or other crops, where they can come into conflict with local humanoids. Larger elephants, with correspondingly larger tusks, may exist in the campaign world. These will have more Hit Dice and a greater potential to damage those they attack! Other names: Bush elephant, savannah elephant. Asiatic Elephant: Init +0; Atk trunk +5 melee (1d4 plus grab and constrict) or gore +3 melee (2d4 plus knock prone) or trample +0 melee (4d6); AC 15; HD 9d6; MV 40’; Act 2d20; SP grab and constrict (automatic damage each round, damage increases by +1d each round, opposed Str vs. +5 to escape), knock prone (Fort DC 17 negates); SV Fort +8; Ref +3; Will +3; AL N. At a weight of roughly 1d3+3 tons, these elephants are somewhat smaller than their African kin, and can be trained to work, carry loads, or even to fight with mounted riders. Most males (80%) have tusks which 1d3+2 feet long on average and weigh 1d16+30 pounds each, although some males (20%) do not have tusks. Females do not have tusks. 80% of the time an elephant’s tusks are of equal size and weight; otherwise, one tusk may be broken or damaged. Tusks are worth 10 sp per pound. This is less than that of African elephants as the ivory is more brittle and yellows more easily. As with African elephants, larger specimens with more Hit Dice and able to do more damage may exist in the campaign world. Their tusks, if any, will be correspondingly larger and more valuable.
Summary
Init +0; Atk trunk +5 melee (1d5 plus grab and constrict) or gore +5 melee (2d6 plus knock prone) or trample +0 melee (6d6); AC 16; HD 12d6; MV 40’; Act 2d20; SP grab and constrict (automatic damage each round, damage increases by +1d each round, opposed Str vs. +6 to escape), knock prone (Fort DC 20 negates); SV Fort +10; Ref +2; Will +5; AL N.