Flailers «Triphants»

Creature Metadata
- Reported By
- _System Notice: Reporter Data Inaccessible_ - Due to an unknown error, the 'Reported by' information for this creature is inaccessible at this time. Please try again later or refer to backup archives if available.
- Source
- Dragon Magazine 108
- Role
- Mount / Beast of Burden
- Base Stock
- African Elephant
- MCC Stat Block
- Triphants 'Flailers' (1d4 (2)): Init +12; atk 3 x trunk strikes melee +11 (1d12+6) and 1d4 x footstomps melee +11 (1d24+6); AC 15; HD 42D7 hp 168 each; MV 40' ; 1d20+1d20; SV Fort +2, Ref +2, Will -3
- Mutations
- Heightened sense (taste), and new body parts (fur, extra trunks with spikes), Paralytic Poison
Combat & Physical Stats
- Number Appearing
- 1d4
- Morale
- 2d4+1
- Hit Dice
- HD 42D7
- Armor
- 5 (AC 15)
- Size
- Gargantuan 4 Meter tall at the Shoulder
- Movement
- MV 40'
- Attack
-
3 x Trunk Strikes melee +11 (1d12+6)
1d4 x Footstomps melee +11 (1d24+6)
Ability Scores
- MS:
- 2
- PS:
- 87
- IN:
- 3
- DX:
- 17
- CH:
- 5
- CN:
- 16
Ecology & Logistics
- Frequency
- Unknown
- Organization
- Family Group or Herd
- Activity Cycle
- Day
- Diet
- Most nonpoisonous plants
- Habitat
- Temperate and tropical forests and grasslands
- Tech Level
- 0 - 0
- Artifacts
- Unknown
Description (Initial Observations): 20% of the time these creatures are encountered, they will be encountered as a herd with 7d6 Tripants present. When they are not encountered as a herd, they will be within a day's walk of their herd.Before the Social Wars, few elephants remained in their native habitat in Africa. The destruction of their lands and continued poaching had reduced their numbers almost to the point of no return. However, the various forms of mutant elephants seem to be on the rise now, and they become more numerous as the years pass.Triphants are a typical post-holocaust species. They are covered in long, shaggy, brown hair, much like their mastodon and mammoth ancestors. A few albino triphants have been sighted, and these are revered by local native populations. Triphants have ivory tusks which are rather short, growing only up to 1 m in length. Ivory hunters have found that these may be sold for up to 2000 gold pieces in major cities. Triphant tusks are useless in combat.Triphants have three trunks, none of which possess nasal passages. (Triphants have olfactory openings on their skulls, between their eyes.) Each trunk lacks hair and is covered in tough, spiked hide.When a triphant hits a man-sized creature with a trunk, it pulls the victim upward and rolls it up in the trunks length, doing continuous damage of 3d4 per Action Turn from constriction and piercing. In addition, the spikes possess a paralytic poison of Intensity Level 7. Triphants wont grab at creatures they recognize as potentially harmful on contact (e.g., spiked, heated, or electrically charged). Up to three oppo- nents may be so grasped.Larger opponents, ranging up to 4 m in height, can be charged and trampled by enraged triphants. All four feet can strike at a trampled opponent, each foot doing 4d6 damage.Triphants roam the countryside (avoid- ing deathlands) eating vegetation. When a herd finds a particularly good spot, it may rest for a week before moving on. Triphants are not territorial, but cooperate in defense of their herd and fight against all odds to protect their young. Adults typically walk on the outside of the herd, leaving the young in the middle. Though generally peaceful, triphants may charge anyone coming within 40 m of the herd who appears to present a threat to them. Huge carnivores, such as komodos, cause herds to flee.Triphants love water and frequently bath in it to cool themselves. Fortunately, they can detect whether water is contami- nated by touching a few drops on the end of a trunk to their mouths.If caught at an early age, a young triphant (under 1 year old) can be tamed to allow itself to be ridden and perform heavy lifting and carrying tasks. Triphants can pick up loads of up to 200 kg in each trunk, and can carry up to 1000 kg easily if it is distributed over their backs. A triphant can break through a reinforced wooden door in one Action Turn.
Behavior & Society
- Reactions
- No known interactions
- Behavior
- Behavior modeling incomplete
- Repair & Healing
- Behavior not recorded
- Society
- Anthropological studies incomplete
Additional Creatures
The Albuquerque Starport
MM2
Dragon 98 - Ares Section June 1985 - GW2
GW08 Module
Dragon Magazine 108
Master's of the Earth Campaign: MA-1 The Trials
1st Edition
Polyhedron 144
GW05 - Rapture of the Deep
Polyhedron 15
0th Edition - Metamorphosis Alpha
Mud Glat Walker
Polyhedron 02
6th Edition - Machines & Mutants
GW01 - The Legion of Gold
Paths of the Lil in White Dwarf
GW07 Module
Famine at Fargo 7th Edition
GW06 Module
Dragon Magazine 113
White Wolf: Midnight in the Mystery Garden
Polyhedron 03
GW09 Module
6th Edition - Beyond the Horizon
5th Edition
2nd Edition
6th Edition
Master's of the Earth Campaign: MA-5 The Savage Beast
Master's of the Earth Campaign: MA-6 City of the Ancients
3rd Edition
GW02 - Famine in Far-Go
The Barracks Raid
Trouble in Freesboro
GW10 Module
Dragon Magazine 126
Ted Tschopp
Polyhedron 27
Badder to the Bone II
GW05
GW03 - The Cleansing War of Garik Blackhand
GW06 Module, MM2
4th Edition
Polyhedron 14
Dragon Magazine 075
Dragon Magazine 098
Dragon Magazine 130
Dragon Magainze 130
Badder to the Bone
METAMORPHOSIS ALPHA TO OMEGA ADVENTURE 1: The Quest for Elvis
Masters of the Earth Campaign: MA-2 The Town of Boze
GW04 - The Mind Masters
There will be War
Dragon Magainze 085
Polyhedron 10
Dragon Magazine 104
Polyhedron 44
Master's of the Earth Campaign: MA-4 To the Rescue
Omega Project
Webmentions
Connect your blog or website to this post via Webmentions. Link to this article and your response will appear below, fostering a web-wide discussion. Supports comments, likes, and reposts from any Webmention-enabled site.