Actions/Abilities/Traits: (D&D 5e)
Action
Gore
Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) piercing damage.
Action
Stomp
Melee Weapon Attack: +10 to hit, reach 5 ft., one prone creature. Hit: 29 (4d10 + 7) bludgeoning damage.
Special
Trampling Charge
If the mammoth moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the mammoth can make one stomp attack against it as a bonus action.
Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
+2 status to all saves vs. cold
Ability
Cold Adaptation
The mammoth reduces the effects it suffers from cold environments by one step.
Ability
Dual Tusks
The mammoth makes two tusk Strikes, each against a different creature. This counts as one attack for the mammoth's multiple attack penalty, and the penalty doesn't increase until after both attacks.
Ability
Grabbing Trunk
A Medium or smaller creature hit by the mammoth's trunk is grabbed. If the mammoth moves, it can bring the grabbed creature along with it.
Ability
Trample
Large or smaller, foot, DC 28
Offense
Melee
Circumstance: combat round (melee)
tusk +22 [+17/+12] (reach 15 feet), Damage 3d8+12 piercing
Trait
Animal
An animal is a creature with a relatively low intelligence. It typically doesn't have an Intelligence ability modifier over -4, can't speak languages, and can't be trained in Intelligence-based skills.
Perception
low-light vision
scent (imprecise) 30 feet