Elephant
Huge · Beast · CR 4

- Type
- Beast
- Size
- Huge
- Alignment
- unaligned
- Armour class
- 12 (natural armor)
- Hit points
- 76 (8d12+24)
- Initiative
- -1
- Speed
- 40 ft.
- Saving throws
- Strength +0, Dexterity +0, Constitution +0, Intelligence +0, Wisdom +0, Charisma +0
- Skills
- Acrobatics +0, Animal_handling +0, Arcana +0, Athletics +0, Deception +0, History +0, Insight +0, Intimidation +0, Investigation +0, Medicine +0, Nature +0, Perception +0, Performance +0, Persuasion +0, Religion +0, Sleight_of_hand +0, Stealth +0, Survival +0
- Senses
- passive Perception 10
- Challenge
- 4 (1,100 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 22 (+6) | 9 (-1) | 17 (+3) | 3 (-4) | 11 (+0) | 6 (-2) |
Traits
Trampling Charge. If the elephant moves at least 20 ft. straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the elephant can make one stomp attack against it as a bonus action.
Actions
Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage.
Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one prone creature. Hit: 22 (3d10 + 6) bludgeoning damage.