Runarcana

Part 4 · Monsters & Creatures

Armored Tuskbeast

“There’s no stopping a war beast once it’s moving. Best thing to do is get out of the way.” — Basilisk Rider

It’s no secret that Noxus uses several war beasts as part of its military force, but none draw as much attention as Tuskbeast mounts. These enormous pachyderms function as true living battering rams, serving as siege weapons and as transport for multiple warriors at once.

Armored Tuskbeast Statblocks

Warrior

Tuskrider Warrior

CategorySoldier
CR7

Humanoid, Medium

HP120 (30d8)
AC17 (Armor)
DR1 (Armor)
Proficiency+3
Initiative+3
Attributes
STR: 14+2
DEX: 110
CON: 100
INT: 8-1
WIS: 16+3
CHA: 121
Additional
Senses
Passive Perception 13
Skills
Animal Handling +6
Speed
30 feet of walking
Languages
Noxian
Experience
Collective725
Individual272

Saving Throws: Dexterity +4

Mastery - Handaxe. The Tuskbeast Warrior is able to use the Mastery (Vex) property when using a Handaxe.

Charge Order. While mounted, the Warrior can use an action to command its mount to charge against enemies. The mounted creature can use a reaction to charge in a line, covering up to half its maximum movement.

Skilled Rider. The Tuskbeast Warrior has advantage on checks to avoid falling off a mount and only spends 5 feet of movement to mount or dismount its mount.

Handaxe. Melee Weapon Attack, +5 to hit, 50 ft. reach, one target. On a hit, deals 5 (1d6+2) Slashing damage.

Handaxe (Thrown). Ranged Weapon Attack, +5 to hit, 20/60 ft. range, one target. On a hit, deals 5 (1d6+2) Slashing damage.

When looted, this creature has a 70% chance of having the crafting components, 20% of having the intact items, or 10% of them being too damaged for use, requiring repair, of the following items below:

Handaxes (Common). The Tuskbeast Warrior carries up to 2d6 Handaxes with it.

Partial Plate Armor (Common).

Runic Pulse: Agate Pulse (1d6 Slashing damage)

Runes: Bloodthirst, 2 use.

War Beast

Armored Tuskbeast

CategoryElite
CR7

Beast, Huge

HP192 (30d12+12)
AC15 (Armor)
DR5 (Armor)
Proficiency+3
Initiative+1
Attributes
STR: 20+5
DEX: 12+1
CON: 18+4
INT: 8-1
WIS: 100
CHA: 9-1
Additional
Senses
Keen Smell, Passive Perception 10
Skills
Athletics +8
Speed
60 feet of walking
Languages
Sylvan
Experience
Collective1450
Individual544

Saving Throws: Strength +8

Rampaging Charge. If the Tuskbeast moves at least 30 feet toward an enemy creature, it can immediately make a Trample attack roll; the enemy creature must then make a DC 20 Strength saving throw or become Prone. If the creature becomes Prone, the Tuskbeast can immediately make another attack as a bonus action.

Sure-Footed. The Tuskbeast has advantage on saving throws to resist the Prone condition.

Keen Smell. The Tuskbeast has advantage on Perception checks related to smell.

Siege Beast. The Tuskbeast deals double damage against structures.

Trample. Melee Natural Weapon Attack, +8 to hit, 10 ft. reach, one target. On a hit, deals 25 (4d10+5) Bludgeoning damage.

Tusks. Melee Natural Weapon Attack, +8 to hit, 10 ft. reach, one target. On a hit, deals 23 (3d12+5) Piercing damage.

The Tuskbeast has 3 charges of epic actions, and can spend one of these charges to act. Only one action can be used at a time, at the end of another creature's turn. At the start of the Tuskbeast's turn, the number of charges returns to 3.

The Tuskbeast can take an action and restore its reaction (if spent).

The Tuskbeast can spend all or the rest of its movement.

The Tuskbeast can repeat a Saving Throw against an effect affecting it.

Cost. When the Tuskbeast repeats its saving throw this way, it loses 7 hit points.

The Tuskbeast makes a melee attack against the target's AC. If successful, it can choose between:

Knocking the target down, leaving it with the Prone condition.

Pushing the target 10 feet away from the Tuskbeast.

When looted, this creature has a 70% chance of having the crafting components, 20% of having the intact items, or 10% of them being too damaged for use, requiring repair, of the following items below:

Tuskbeast Barding (Common). A partial plate armor made specifically for Elephants, Tuskbeasts, or other Huge-sized pachyderms, featuring a space to carry up to 4 Medium creatures on its back.

Runic Pulse: Jade Pulse (1d6 Bludgeoning and Fire damage)

Runes: Immovable Body, 1 use. Unstoppable Force, 1 use.