Welcome to the third Mutated Monday this month. As mentioned before, the mutants get larger and more foreboding as we work our way toward Monstrous Monday on October 29. Today's mutant is a teleporting behemoth...or is it?
No. Enc.: 0 (1d10)
Movement: 120' (40')
Armor Class: 3
Hit Dice: 10
Attacks: 1 (bite/gore or trample)
Damage: 3d6 or 4d8
Hoard Class: None
The Ankylophant is a large plains-dwelling herbivore. Massive in size (nearly 9 feet tall and weighing well over 1 ton), the Ankylophant has a hard tortoise-like shell covering its back and head, granting it a natural armor bonus to its armor class. Ankylophants are fairly peaceful creatures, found wandering the plains with their herdmates. Because of their great size and strength, many would like to catch and train them as beasts of burden, but this has not yet happened due to the Anklyophant's unique way of escaping capture.
When approached, an Ankylophant may suddenly "disappear," winking out of existence Most mutants believe that the Ankylophant has some form of teleport mutation. In actuality, making eye contact with the Ankylophant's four eyes triggers its hypnotic gaze mutation. The victim must make a save versus stun attacks, or they will fall under its trace. Once hypnotized, the victim will freeze in place and their mental activity will stop, as if time was standing still for them. This effect lasts for 10 minutes, during which time the Ankylophant herd wanders off. At the end of the hypnosis state, the mutant snaps out of it, feeling that no time had passed. To them, the herd vanished.
If the hypnotic gaze is ineffective, the Ankylophant has two primary ways of attacking. It can trample an attacker with its great bulk, crushing them for 4d8 hit points of damage. It can also attack with its beak-like mouth. Because it is bordered by a set of sharp tusks, when it bites, it also gores its enemy for 3d6 total hit points of damage.
Mutations: natural armor, hypnotic gaze