b'Queen of Mammoths \n'b'  Huge   fey (shapechanger),  chaotic good   \n'b'  Armor Class  20 (natural armor)  Hit Points  250 (20d12 + 120)  Speed  40 ft.\n'b' STATS STR: 25 (+7) DEX:  10 (+0)  CON:  22 (+6)  INT:  15 (+2)  WIS:  18 (+4)  CHA:  19 (+4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Dex  +6,  Wis  +10  Skills   Athletics  +13,  Insight  +10,  Intimidation  +10,  Perception  +10  Damage Resistances  bludgeoning, piercing, and slashing from nonmagical attacks  Damage Immunities  cold, poison  Condition Immunities   charmed ,  exhaustion ,  frightened ,  incapacitated ,  poisoned ,  stunned   Senses  truesight 120 ft., passive  Perception  20  Languages  all, telepathy 120 ft.  Challenge  18 (20,000 XP)  Proficiency Bonus  +6 \n'b' SPECIAL TRAITS \n'b'\n'b'  Elephantine Passivism . No elephant,  mammoth , or other elephantine creature can willingly  attack  the Queen of Mammoths. They can be forced to do so through magical means. The intimidating power of this elephantine-headed woman radiates from her golden tusks and proud stance. Her subtle smile and deep, honey-colored eyes hint at the wisdom behind the muscle. \n'b'  Legendary Resistance (3/Day) . If the Queen of Mammoths fails a saving throw, she can choose to succeed instead. \n'b'  Magic Resistance . The Queen of Mammoths has advantage on saving throws against spells and other magical effects. \n'b'  Magic Weapons . The Queen of Mammoths\xe2\x80\x99s weapon attacks are magical. \n'b'  Rejuvenation . If she dies, the Queen of Mammoths\xe2\x80\x99s soul reforms on the Astral Plane. In 1d6 days, it inhabits the body of another elephantine creature on the Material Plane, which becomes the Queen of Mammoths with all of the  hp  and abilities thereof. Only killing every elephantine creature on the Material Plane will prevent this trait from functioning. \n'b'  Speak with Elephantines . The Queen of Mammoths can communicate with any elephant,  mammoth , or other elephantine creature as if they shared a language. \n'b'  Trampling Charge . If the Queen of Mammoths moves at least 20 feet straight toward a creature and then hits it with a Gore  attack  on the same turn, that target must succeed on a DC 20  Strength  saving throw or be\xc2\xa0forced  prone . If the target is  prone , the queen can make one Stomp  attack  against it as a bonus action. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The Queen of Mammoths makes three Battleaxe attacks or two Gore attacks, or she makes one Gore  attack  and one Stomp  attack . She can replace one  attack  with one Trunk  attack  or Trunk Slam. \n'b'  Battleaxe (Humanoid or True Form Only) .  Melee Weapon Attack : +13 to hit, reach 10 ft., one target.  Hit : 20 (3d8 + 7) slashing damage, or 23 (3d10 + 7) slashing damage if used with two hands. \n'b'  Gore (Elephantine or True Form Only) .  Melee Weapon Attack : +13 to hit, reach 10 ft., one target.  Hit : 34 (6d8 + 7) piercing damage. \n'b'  Stomp (Elephantine or True Form Only) .  Melee Weapon Attack : +13 to hit, reach 5 ft., one target.  Hit : 34 (5d10 + 7) bludgeoning damage. \n'b'  Trunk (Elephantine or True Form Only) .  Melee Weapon Attack : +13 to hit, reach 15 ft., one creature.  Hit : The target is  grappled  (escape DC 19) if it is a Large or smaller creature. Until the grapple ends, the target is  restrained , and the queen can\xe2\x80\x99t use her Trunk  attack  on another target. \n'b'  Trunk Slam . One Large or smaller object held or creature  grappled  by the Queen of Mammoths is slammed into the ground or flung away. A creature slammed to the ground must make a DC 20  Constitution  saving throw, taking 27 (5d10) bludgeoning damage on a failed save, or half as much damage on a successful one. This doesn\xe2\x80\x99t end the  grappled  condition on the target. A creature flung away is thrown up to 60 feet in a random direction and\xc2\xa0forced  prone . If a thrown creature strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 19  Dexterity  saving throw or take the same damage and be knocked  prone . \n'b'  Tusk Sweep (Elephantine or True Form Only, Recharge 5\xe2\x80\x936) . The Queen of Mammoths channels raw magic as she sweeps her tusks in a wide arc. Each creature in a 15-foot cube must make a DC 20  Dexterity  saving throw. On a failure, a creature takes 35 (10d6) bludgeoning damage and is pushed up to 15 feet away from the queen. On a success, a creature takes half the damage and isn\xe2\x80\x99t pushed away. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b'  Change Shape . The Queen of Mammoths transforms into a Gargantuan  oliphaunt , a Huge  mammoth , a Medium female  human  with thick brown hair tied back in a braid, or back into her true Huge elephant-headed humanoid form. Her statistics, other than her  size , are the same in each form. Any equipment she is wearing or carrying transforms with her. \n'b'\n'b' REACTIONS \n'b'\n'b'  Catch Weapon (Elephantine or True Form Only) . When the Queen of Mammoths is hit by a melee weapon  attack , she can reduce the damage by 1d10 + 17. If this reduces the damage to 0, the queen can catch the weapon with her trunk if she is not using it to grapple a creature. If the Queen of Mammoths catches a weapon in this way, she must make a  Strength  ( Athletics ) check contested by the attacker\xe2\x80\x99s  Strength  ( Athletics ) or  Dexterity  ( Acrobatics ) check (the target chooses the ability to use). The queen has disadvantage on the check if the wielder is holding the item with two or more hands. If she wins, she disarms the creature and can throw the weapon up to 60 feet in a random direction as part of the same  reaction . \n'b'\n'b' LEGENDARY ACTIONS \n'b' The Queen of Mammoths can take 3 legendary  actions , choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The Queen of Mammoths regains spent legendary  actions  at the start of her turn. \n'b'\n'b'  Regenerative Hide . The Queen of Mammoths regains 15  hp . She can\xe2\x80\x99t use this legendary action again until the end of her next turn. \n'b'  Trunk . The Queen of Mammoths makes one Trunk  attack . \n'b'  Shoving Stampede (Costs 2 Actions) . The Queen of Mammoths charges, becoming an unstoppable stampede in a line up to 80 feet long and 15 feet wide. Each creature in the line must make a DC 20  Dexterity  saving throw. On a failure a creature takes 14 (4d6) bludgeoning damage and is pushed up to 15 feet away and knocked  prone . On a success, a creature takes half the damage and isn\xe2\x80\x99t pushed or knocked  prone . The Queen of Mammoths\xe2\x80\x99s movement along this line doesn\xe2\x80\x99t provoke opportunity attacks. \n'b'  Queen\xe2\x80\x99s Trumpet (Costs 3 Actions) . The Queen of Mammoths raises her trunk and emits a loud trumpeting that is audible out to 300 feet. She chooses up to three creatures that can hear the trumpeting. If a target is friendly, it has advantage on its next  attack  roll, ability check, or saving throw. If a target is hostile, it must succeed on a DC 20  Wisdom  saving throw or become  frightened  until the end of its next turn. When a hero performs a great deed for the Queen of Mammoths or for mammoths in general, the queen might gift the hero with a piece of her tusk. Typically, the tusk is nothing more than gold, which can be melted down and sold as thanks to the hero, or a bone fragment containing a temporary boon, such as breaking it to gain the effects of a  potion of heroism . \n'b'\n'b' ABOUT \n'b' For heroes that perform particularly impactful deeds, however, the queen imbues the gifted tusk with some of her power. Such a tusk might be shaped like a belt buckle, turning any belt into a belt of  fire giant  strength, like an axe knob, turning any axe or greataxe into a +3 weapon, like a golden gorget, turning any suit of armor into +1 armor of cold  resistance , or like a miniature elephant, which can be used as a  figurine of wondrous power  (marble elephant). \n'b' The Queen of Mammoths wanders the frigid foothills and tundras, living among her mammoth subjects. Though she prefers to stay neutral in the conflicts between the various animal lords, when animals are threatened, she steps to the forefront, eagerly demonstrating why only fools stand in the way of the stampede. \n'b'  Mammoth\xe2\x80\x99s Gift . The Queen of Mammoths can break the tip off one of her golden tusks and present it as a reward for great service. Depending on the service, the tusk can temporarily grant the recipient great strength or fortitude, or it can be melted down and sold at great value to better aid the recipient in taking care of its own charges. \n'b'  Strong Allies . The Queen of Mammoths often allies herself with Brother Ox, the Lord of Bovines. Their shared contemplative nature is mirrored by the ferocity they show when their animal subjects are threatened. Rumors  fly  among the other animal lords and their servants that Brother Ox and the Queen of Mammoths are more than simple allies, but none dare speak such rumors in the presence of either animal lord.'