Elephant

Elephant

Huge beast, unaligned

4
Challenge Rating
1100 XP

An Elephant is a majestic and powerful creature known for its size, strength, and impressive tusks. These massive creatures are often found in jungles, forests, or grasslands, where they roam in family groups or herds.

Elephants are Huge-sized creatures, standing about 10 to 13 feet tall at the shoulder and weighing several tons. They have grayish skin, large floppy ears, and long, curving tusks that can be used as formidable weapons. Elephants are herbivorous, feeding on vegetation and using their trunks to gather food and water.

Elephants possess incredible strength, capable of trampling enemies and charging with immense force. Their tusks are sharp and can be used to gore opponents, making them formidable in close combat. Additionally, their sheer size and bulk provide natural armor against attacks.

Elephants are known for their intelligence and social nature. They have a strong bond with their herd, and older individuals, known as matriarchs, often lead the group. In D&D, elephants are typically portrayed as peaceful creatures unless provoked or threatened. They are usually neutral in alignment and will defend themselves and their herd when necessary.

Encountering an Elephant in the game world can vary depending on the situation. They can serve as majestic creatures within natural environments, offering a sense of wonder and awe. However, they may also be encountered as guardians or guardians of ancient ruins or sacred locations, where their size and strength are utilized to defend important sites.

Interacting with an Elephant may involve peaceful encounters, where characters can observe or learn from these gentle giants. Alternatively, if provoked or threatened, an Elephant can become a formidable foe that requires careful strategy and teamwork to overcome.

Special Abilities

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.
Armor Class: 12 (natural armor)
Hit Points: 76 (8d12+24)
Speed: 40 ft. (walk)
str
22
+6
dex
9
-1
con
17
+3
int
3
-4
wis
11
+0
cha
6
-2
Proficiency Bonus: +2

Senses

  • Passive Perception: 10
Environment: Grassland

Credits: SRD 5.1