ELEPHANT

Asia, Africa, Indra's Elephant.

The elephant is found only in warm climates.

They attack by means of a stab with two tusks, a grab and squeeze with their trunk, and then two tramplings with their front feet.
One opponent can be subject to no more than two of these attacks at the same time but several opponents can be fought simultaneously -- 6 or more man-sized opponents for example.
Ogre-sized opponents will not be affected by trunk attacks.

Elephants are relatively intelligent, and will not trunk-attack creatures which will harm their trunk, i.e. spikey, hot, etc.
They fear fire.
An elephant can easily break open a great gate by pushing unless the gate is spiked to prevent this.
They can be trained to carry equipment and/or men.

Elephant tusks have a value of 100 to 600 gold piece value each.
Each gold piece of value equals one-quarter pound of weight.
<DMG: ivory is worth 3-6 g.p. per pound>

Number Appearing: If more than one-half the possible number is encountered, there will be young animals in the herd -- from 1 to 4, 20% to 70% mature.
If a single animal is encountered it will be a rogue bull, with no fewer than 6 hit points per die, and a very nasty and aggressive temper.
Rogues will attack 90% of the time.

(See also the headings MAMMOTH and MASTODON for information on elephants.)

ENCOUNTER (only if NO. APPEARING = 1): Rogues will attack 90% of the time.
 

The elephant is the sacred animal of Chih-Chiang Fyu-Ya and Indra.


 

Elephant (WSG): A trained elephant (the only kind anyone should attempt
to ride or use) will generally respond only to particular verbal
commands taught to it by the trainer; don’t buy an elephant
unless the command words are included in the price.
An elephant can only be used in a climate where the temperature
does not drop below 50 degrees, and it will not travel up or
down a mountain or any severe slope. (Elephants can negotiate
mountainous terrain, but only if a relatively level pass exists be
tween the peaks.) If the beast is used in an environment where it
can forage for itself along the way, it will eat its fill of food (plants)
while traveling - but it will move 3” slower when doing so. If food
and water are not readily available, an elephant must be fed the
equivalent of fifty food rations and thirty water rations each day to
maintain full strength. There is a 50% chance every six hours that
an elephant forced to travel for more than two days without getting
its full rations will bolt and head in the direction where it believes
the nearest food and water sources to be.

                                                                                                    Movement by Terrain (Unencumbered / Encumbered) <>
Elephant Normal Load Maximum Load Normal Rugged Very Rugged
Elephant, African 500 1000 15 / 9 9 / 6 0 / 0
Elephant, Asiatic 500 1000 12 / 9 6 / 6 0 / 0

FIRE:
WEATHER:
NOISE:
ODOR:
OTHER:
 

(Asiatic) Elephant (Indra's Elephant)

<Africa or India. try to find something a little more explicitly East Indian, if possible>
<if you're just playing with the MM, PH, DMG, go with something East Indian & riderless>
<if WSG, then try to incl. an image with a rider>
<use the cover from the Strategic Review, perhaps>

FREQUENCY: Common

FREQUENCY: Common ([Tropical Civilized Forest])
FREQUENCY: Uncommon ([Tropical Civilized Plains])
FREQUENCY: Rare ([Tropical Civilized Hills], [Tropical Civilized Swamp], [Tropical Civilized Desert])

FREQUENCY: Common ([Tropical Wilderness Forest], [Tropical Wilderness Plains])
FREQUENCY: Rare ([Tropical Wilderness Hills], [Tropical Wilderness Swamp], [Tropical Wilderness Desert])

NO. APPEARING: 1-20
ARMOR CLASS: 6
MOVE: 12"
HIT DICE: 10
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 5 ~ 10
DAMAGE/ATTACK: 2-12, 2-12 (tusk, tusk) / 2-12 (trunk) / 2-12, 2-12 (foot, foot)
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
INTELLIGENCE: Semi-
ALIGNMENT: Neutral
SIZE: L (9' + tall)
LEVEL/X.P. VALUE: VII | 1500 + 14

SAVES: 8.9.10.9.11

Loxodont (African) Elephant

Tarzan and the Castaways, by Boris Vallejo

FREQUENCY: Common

FREQUENCY: Common ([Tropical Civilized Forest])
FREQUENCY: Uncommon ([Tropical Civilized Plains])
FREQUENCY: Rare ([Tropical Civilized Hills], [Tropical Civilized Swamp], [Tropical Civilized Desert])

FREQUENCY: Common ([Tropical Wilderness Forest], [Tropical Wilderness Plains])
FREQUENCY: Rare ([Tropical Wilderness Hills], [Tropical Wilderness Swamp], [Tropical Wilderness Desert])

NO. APPEARING: 1-12
ARMOR CLASS: 6
MOVE: 15"
HIT DICE: 11
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 5 ~ 10
DAMAGE/ATTACK: 2-16, 2-16 (tusk, tusk) / 2-12 (trunk) / 2-12, 2-12 (foot, foot)
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
INTELLIGENCE: Semi-
ALIGNMENT: Neutral
SIZE: L (11' tall)
LEVEL/X.P. VALUE: VII | 2125 + 16

SAVES: 7.8.9.8.10
 


Field Museum


Quote:
Originally posted by BOZ
right, i think you see what i mean. i was first there in roughly 1988, and it looked like there was a lot less stuff there last year.

edit: even the dinos seem to be a lot less impressive... but the taxidermy exhibit is awesome.


Boz, I still remember being blown away as a little lad when entering the main hall of the Field Museum.
There before me were those huge bull loxodonts locked in battle, while behind them were the bronze stature of the Masai warriors readying their spears,
on another pedestal a lion and lioness crouched and snarling,
and the third with the speared lions and the warriors in jubilation,
one at least with shield held overhead.

Right you are about the taxidermy exhibits there.
That was where I spent most of my time as a boy, looking at them.
We went to the museum about once a month, with a side jaunt to either the Shedd Aquarium or the Adler Planetarium.

Cheers,
Gary