Animal Specification

Elephants

Elephant

Animal Type: Mammals

Typical Animal Level ("AL"): 4 to 10

Typical Number Encountered: herd of 2d6 led by a matriarch or 1 lone bull

Usual Alignment(s): N/N

Description: as per their meta equivalents

Habitat: the Jungle and the wooded foothills of its surrounding mountains

Language: none

Chars: Co 4d8, Wp 4d6

Movement:

Rate Melee Travelling
Walk 5 ft/sec 3.5 mph
March 10 ft/sec 7 mph
Lope 15 ft/sec 10 mph
Charge 20 ft/sec n/a

Carrying Capacity: 12,000 wt pts

Saddlery:

Item Cost Encumbrance (wt pts) Notes
Howdah 3GP 500 can hold up to 3 passengers
Castle (a Howdah plated or protected with animal skins) 10GP 1,200 (plated) / 800 (skins) can hold up to 3 passengers
Reins 1GP 5  
Saddlebag 3GP 8 capacity 1,000 wt pts (may carry up to 2)
Armoured Faceplate 50GP 500 War-trained Elephants only

Note that Plated Howdahs and Armoured Faceplates are only used by the Pasha of Iklaron and the Hobgoblins and are more commonly used on Mumakil rather than on ordinary War Elephants.

The effects of carrying wt pts in excess of Carrying Capacity are:

Weight > Carrying Capacity Movement Rate
0 * 1
+1 to +250 * 3/4
+251 to +750 * 1/2
+751 to +1500 * 1/4
+1501 to +2250 * 1/8
+2251 0

Fighter Abilities:

AL/3, FRU AMR    D = 25 + (5AL) %    RD = 5 + (5AL) %    5 + (5AL) HP

Attack Modes:

Tusks @ A = 10AL %, DAM = 2d12

Kick @ A = 8AL %, DAM = d10

HitLoc Table:

HitLoc Area

Front

Side

Rear

Head

01 to 50

01 to 30

n/a

Front Legs (*2)

101 to 150

31 to 60

n/a

Chest

51 to 100

61 to 100

n/a

Abdomen

n/a

101 to 120

26 to 75

Hind Legs (*2) n/a 121 to 150 76 to 125

Tail

n/a

151 to 175

01 to 25

ADS:

HitLoc Area

1 2 3 4 5 6 7 8 9 0

Head

4 4 2 1 0 0 1 2 4 4

Front Legs

4 3 2 2 1 1 2 2 3 4

Chest

3 2 2 1 1 1 1 2 2 3

Abdomen

3 2 1 1 0 0 1 1 2 3
Hind Legs 4 3 2 2 1 1 2 2 3 4

Tail

2 2 1 1 1 1 1 1 2 2

Effects of Specific Damage:

Hit Loc Area

%age HP Damage taken

Effects

Head

 

15% Unconscious, Co check vs Death
30% Decapitation, Death

Front Legs (each)

 

 

25% Co check vs Leg Crippled
50% Leg Crippled, Co check vs Leg Severed
75% Leg Severed

Chest

 

80% Incapacitated, Co check vs Death, Bleed 5%/min, Co check vs Bleed 5%/MR
160% Death

Abdomen

 

60% Co check vs Death/MR, Bleed 5%/MR
120% Death

Legs (each)

 

 

25% Co check vs Leg Crippled
50% Leg Crippled, Co check vs Leg Severed
75% Leg Severed
Tail 15% Co check vs Tail Crippled
30% Tail Crippled, Co check vs Tail Severed
45% Tail Severed

Bleeding effects from Crippling, Severance and Decapitation of Legs are as for People.  There are no Bleeding effects if Tail is Crippled or Severed.

Thievish Abilities:

M on Th Activities:

Defensive ThL = AL/3, FRU

Other Abilities / Powers / Notes:

  1. Elephants are noted for their wisdom and long memories.  They are peaceful by nature, but fierce in battle when required to defend themselves.  They may however be trained as War Elephants.
  2. The Dream Kingdom of Elephants is known as the Elephants’ Graveyard, although strictly speaking the Graveyard is its Sacred Heart, where the wisest Elephant Matriarchs make their final journey to die and be reincarnated by GANCHA, the Elephant Goddess.  The rest of the Dream Kingdom commonly manifests as a fertile inland river delta with many wallows.  It merges at its fringes with the Tree Kingdoms of the Elephants’ favourite trees.

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