Elephant
Elephants are terrestrial, proboscidean mammals. Distinctive features of elephants include a long proboscis called a trunk, tusks, large ear flaps, pillar-like legs, and tough but sensitive grey skin. The trunk is prehensile, bringing food and water to the mouth and grasping objects. Tusks, which are derived from the incisor teeth, serve both as weapons and as tools for moving objects and digging. The large ear flaps assist in maintaining a constant body temperature as well as in communication. Elephants live in different habitats, including savannahs, forests, deserts, and marshes. They are herbivorous, and they stay near water when it is accessible. Elephants have a fission–fusion society, in which multiple family groups come together to socialize.[1][2]
Actions
- Drop Awareness
- Melee Attack
- Move
- Move in Difficult Terrain
- Move in Low Gravity
- Move in Zero Gravity
- Scramble
- Scramble in Difficult Terrain
- Swim
Reactions
Level 1 Abilities
Level 2 Abilities
Level 3 Abilities
Level 4 Ability
Level 5 Abilities
- Bestial Roar ✚ (replaces Bestial Roar)
- Hard Target
- Perfect Strike
Tactics
- (Level 4+) Uses the Tough as Nails ability, if:
- They get a third major injury, and
- They haven’t used the ability this session.
- (Level 3+) Counterattacks, if:
- (Level 3+) Uses the Outmatched ability, if:
- Guards, if they believe they have the AP to spare.
- (Level 5+) Bestial roars at targets, if they aren’t already horrified.
- (Level 2+) Bestial roars at a target, if they aren’t already horrified.
- Moves or scrambles to get within range of a target, if they’re not already in range.
- Roll 1d4:
- Latches onto the target.
- Attacks or strikes (level 2+) the target.
- Throws the target.
- Blindsides the target.