Elephant

Monster Manual - 5e, D&D Basic Rules

Basic Information

Anatomy

Elephants have a tough hide that provides them with protection during combat (i.e. natural armor). An elephant can gore with its tusks and stomp prone creatures with its feet.[1] [2]

Additional Information

Domestication

Most elephants are domesticated and can be used as mounts.[3]

References

  1. ^ a bMonster Manual - 5e (2014), p.322.
  2. ^ a bD&D Basic Rules (November, 2018), p.125.
  3. ^Players Handbook - 5e (2014), p.157.

Contents



Parent Article

  • Miscellaneous Creatures

Stat Block

See below [1] [2]

Elephant

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

22 +6

9 -1

17 +3

INT

3 -4

WIS

11 +0

CHA

6 -2

Senses passive Perception 10
Challenge 4 (1,100 XP)

Trampling Charge. If the elephant 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 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.

Suggested Terrain grassland
Sources Monster Manual - 5e, D&D Basic Rules

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