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Peat Mammoth

Huge plant, neutral

Armor Class 16 (natural armor)
Hit Points 172 (15d12 + 75)
Speed 30 ft.

STR DEX CON INT WIS CHA
24 (+7) 6 (–2) 21 (+5) 1 (–5) 8 (–1) 3 (–4)

Skills Stealth +6
Damage Resistances fire, necrotic
Condition Immunities blinded, deafened, frightened
Senses blindsight 120 ft. (blind beyond this radius), passive Perception 9
Languages
Challenge 10 (5,900 XP)

SPECIAL TRAITS

  • Slow Burn. When the peat mammoth takes fire damage, it catches fire. If the peat mammoth starts its turn on fire, it takes 5 (1d10) fire damage. The mammoth’s saturated body douses the fire at the end of the peat mammoth’s turn. Creatures engulfed by the mammoth don’t take fire damage from this effect. If the peat mammoth dies while it is on fire, it explodes in a burst of fire and flaming peat. Each creature within 15 feet of the peat mammoth must make a DC 17 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. If a creature is engulfed by the mammoth when it dies in this way, the creature has disadvantage on the saving throw.
  • Swamp Camouflage. The peat mammoth has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.

ACTIONS

  • Multiattack. The peat mammoth makes two slam attacks.
  • Slam. Melee Weapon Attack: +11 to hit, reach 10 ft., one creature. Hit: 20 (3d8 + 7) bludgeoning damage. If the peat mammoth is on fire, the target also takes 7 (2d6) fire damage.
  • Engulf. The peat mammoth moves up to its speed. While doing so, it can enter Large or smaller creatures’ spaces. Whenever the mammoth enters a creature’s space, the creature must make a DC 17 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the mammoth. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the mammoth enters the creature’s space, and the creature takes 22 (5d8) necrotic damage and is engulfed. The engulfed creature can’t breathe, is restrained, and takes 22 (5d8) necrotic damage at the start of each of the mammoth’s turns. When the mammoth moves, engulfed creatures move with it. An engulfed creature can try to escape by taking an action to make a DC 17 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the mammoth. The mammoth can engulf up to two Large or smaller creatures at a time.
  • Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny beast. The swarm can’t regain hp or gain temporary hp.

ACTIONS

  • Diseased Bites. Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm’s space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half its hp or fewer. The creature must succeed on a DC 11 Constitution saving throw or contract sewer plague. It takes 1d4 days for sewer plague’s symptoms to manifest in an infected creature. Symptoms include fatigue and cramps. The infected creature suffers one level of exhaustion, and it regains only half the normal number of hp from spending Hit Dice and no hp from finishing a long rest. At the end of each long rest, an infected creature must make a DC 11 Constitution saving throw. On a failed save, the creature gains one level of exhaustion. On a successful save, the creature’s exhaustion level decreases by one level. If a successful saving throw reduces the infected creature’s level of exhaustion below 1, the creature recovers from the disease.

ABOUT

This pile of rotting plant matter is shaped similarly to a woolly mammoth, without the tusks. The plants forming its hide droop to the ground.

Elephantine Plant Mound. The peat mammoth is a mobile peat bog on four, stumpy legs. The plants draping from it give it the shaggy appearance of a wooly mammoth. It can extrude parts of its plant mound to strike at foes, but it mostly ambles over prey, absorbing them into its mass.

Spirit-infused. Peat mammoths are mounds of plant material inhabited and driven by the souls of intelligent creatures that died in peat bogs. The restless spirits steer the mammoth’s movements, but the jumble of trapped souls leaves the mammoth without a true pilot or goal. Thus, the plant matter shambles onward, absorbing creatures and plants in its path, driven by the energy of spirits seeking release yet unable to find it.

Swamp Gas Hazard. The rotting plant and animal material contained within the peat mammoth’s mass give off flammable swamp gases. The mammoth’s saturated body gives it a measure of protection from fire, but the gases escaping from it easily catch fire. In rare instances, attacking the mammoth with fire results in a terrible explosion.

Section 15: Copyright Notice
Tome of Beasts 2. © 2020 Open Design LLC; Authors Wolfgang Baur, Celeste Conowitch, Darrin Drader, James Introcaso, Philip Larwood, Jeff Lee, Kelly Pawlik, Brian Suskind, Mike Welham.