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Earth Genasi Weremammoth (Mammoth Form) in Dungeons & Dragons 5e

Earth Genasi Weremammoth (Mammoth Form)

Huge Earth Genasi, shapechanger, Any

Armor Class 13 (Natural Armor)
Hit Points 229 (27d8+108)
Speed: 40 ft

STR

24
( +7 )

DEX

9
( -1 )

CON

21
( +5 )

INT

3
( -4 )

WIS

12
( +1 )

CHA

18
( +4 )

Saving Throws Str +11, Dex +3, Con +9
Skills Athletics +11, Intimidation +8, Perception +5, Persuasion +8
Damage Resistances Bludgeoning, Piercing, and Slashing From Nonmagical Attacks Not Made With Silvered Weapons
Languages You can understand Common and Primordial but can't speak it.
Proficiency Bonus +4

Indomitable (3/Day). The warlord can reroll a saving throw it fails. It must use the new roll.   Survivor. The warlord regains 10 hit points at the start of its turn if it has at least 1 hit point but fewer hit points than half its hit point maximum.   Earth Walk. You can move across difficult terrain made of earth or stone without expending extra movement.   Trampling Charge. If the mammoth moves at least 20 ft. straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the mammoth can make one stomp attack against it as a bonus action.   Shapechanger. The werebear can use its action to polymorph into a hybrid form or into a mammoth form, or back into its true form, which is humanoid. It's hitpoints are maintained between forms. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Actions

Gore. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: (4d8 + 7) piercing damage.   Stomp. Melee Weapon Attack: +11 to hit, reach 5 ft., one prone creature. Hit: (4d10 + 7) bludgeoning damage.

Legendary Actions

The warlord can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The warlord regains spent legendary actions at the start of its turn.   Weapon Attack. The warlord makes a weapon attack.   Command Ally. The warlord targets one ally it can see within 30 feet of it. if the target can see and hear the warlord, the target can make one weapon attack as a reaction and gains advantage on the attack roll.   Frighten Foe (Costs 2 Actions). The warlord targets one enemy it can see within 30 feet of it. If the target can see and hear it, the target must succeed on a DC 16 Wisdom saving throw or be frightened until the end of warlord’s next turn.


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