Elephants let your players know that they’re no longer in a region based on fantasy medieval Europe. They’re huge, they charge into battle, they trample their victims to a pulp. When fighting humans or smaller creatures (anything that’s not a giant, really), they get +4 to their attack rolls. Seeing an elephant for the first time requires a morale check by their enemies and their mounts or they’ll flee the battle field. An elephant will carry three people without a howdah or castle on its back. With a castle (500 gold), up to ten people can be carried. You can also mount a ballista on an elephant’s back instead (500 gold, 2d6 damage, see Spelljammer siege weapons for comparison). With appropriate armor, an elephant’s AC can be reduced to 4 for 1000 gold. When an elephant is reduced to less than 10 hit-point, a morale check is required or it will go berserk, attack both friend and foe. That’s why the mahout sometimes carries a hammer and a chisel-blade or a poisoned weapon to kill berserk elephant. That’s also why some people try to shoot the mahout, first.
In general, elephants don’t enjoy charging armies so training elephants for war is a long and cruel undertaking. Don’t do it!
HD 9 AC 5 4d8 with +4 to hit F5 MV 12 ML 8 XP 2400
Treasure: Each tusk is worth 1d6×100 gold.
Terrain: jungles, savannas.