|Treasure:||Tusks (good luck!)|
|No. of Attacks:||5 (2 tusks, 1 trunk constriction, 2 forefeet)|
|Size:||L (14’ tall at shoulder)|
These otherwise normal mammoths blink in and out at random when attacked, using a limited form of teleportation as do blink dogs. They will blink on a roll of 5 or better on 1d12, with a range of up to 60’, and will reappear as per a 1d12 roll: 1 = in front of opponent; 2 = shield (or left) front flank; 3 = unshielded (or right) front flank; 4-8 = behind opponent; 9-12 = on top of opponent. If a blink mammoth appears directly above its opponent, the victim is crushed for 6-36 hp damage. All of his equipment must save vs. crushing blow, and the victim must save vs. wands to avoid being knocked unconscious for 2-12 rounds. Only one blink mammoth will “drop in on” a victim at a time. Additionally, any victim so struck must make a dexterity check on 4d6 to avoid being knocked down, thus giving the blink mammoths a +2 to-hit bonus if the victim fails to get initiative to stand up.
The heavy tusks of these mammoths have 150% of the weight and value of elephants’ tusks, being worth 1d6 × 150 gp each, or about 6 gp per pound. Getting the tusks, of course, is a problem.
Created by: Sharon Jenkins
Last Modified: February 22, 2014, 22:45:34 GMT
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