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Elephant 2014

CR 4 beast

Huge beast, unaligned


Armor Class
12 (natural armor)
Hit Points
76 (8d12+24)
Speed
40 ft.

STR22 (+6)
DEX9 (-1)
CON17 (+3)
INT3 (-4)
WIS11 (+0)
CHA6 (-2)

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
Languages
—
Challenge
4 (1,100 XP) · Proficiency Bonus +2

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.

Environments: Desert, Forest or Jungle, Grassland or Plains

Other versions

Source: System Reference Document 5.1 (Wizards of the Coast) · License: Creative Commons Attribution 4.0 / OPEN GAME LICENSE Version 1.0a details