Basic Rules

Armor Class 12 (Natural)

Hit Points 76 (8d12+24)

Speed walk 40 ft.

STR DEX CON
22 (+6) 9 (-1) 17 (+3)
INT WIS CHA
3 (-4) 11 (0) 6 (-2)

Saving Throws

Skills

Senses Passive Perception 10

Languages

Challenge 4 (1100 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.