Elephant CR 4 Huge beast

"Every monster has a weakness. Most have several attacks first."

πŸ‰ Bestiary β€Ί Beasts

Huge beast, unaligned

Armor Class 12 (natural armor) Hit Points 76 (8d12 + 24) Speed 40 ft.
STR 22 (+6)
DEX 9 (βˆ’1)
CON 17 (+3)
INT 3 (βˆ’4)
WIS 11 (+0)
CHA 6 (βˆ’2)

Senses passive Perception 10

Languages β€”

Challenge 4 (1,100 XP)   Proficiency Bonus +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.

Where to meet one

The encounter builder rolls the elephant for fights in 🌾 grassland.

More beasts

Every beast in the Bestiary β†’

This page includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC, available at dnd.wizards.com. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License. The Beholder's Gazette is not approved, endorsed, or affiliated with Wizards of the Coast.