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
Humanoid, Medium
- Senses
- Passive Perception 13
- Skills
- Animal Handling +6
- Speed
- 30 feet of walking
- Languages
- Noxian
Defenses
Saving Throws: Dexterity +4
Characteristics
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.
Attacks
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.
Equipment and Loot
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).
Runes
Runic Pulse: Agate Pulse (1d6 Slashing damage)
Runes: Bloodthirst, 2 use.
War Beast
Armored Tuskbeast
Beast, Huge
- Senses
- Keen Smell, Passive Perception 10
- Skills
- Athletics +8
- Speed
- 60 feet of walking
- Languages
- Sylvan
Defenses
Saving Throws: Strength +8
Characteristics
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.
Attacks
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.
Epic Actions
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.
Equipment and Loot
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.
Runes
Runic Pulse: Jade Pulse (1d6 Bludgeoning and Fire damage)
Runes: Immovable Body, 1 use. Unstoppable Force, 1 use.
