Free interactive D&D 5e SRD stat block

Elephant

Huge Beast, CR 4, AC 12, 76 HP. Unaligned.

A fantasy bestiary portrait of Elephant.
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Huge Beast, Unaligned

AC
12
Initiative
-1 (9)
HP
76 (8d12+24)
Speed
40 ft.
ScoreModSave
STR 22 +6 +6
DEX 9 -1 -1
CON 17 +3 +3
INT 3 -4 -4
WIS 11 +0 +0
CHA 6 -2 -2
Senses
Passive Perception 10
Languages
None
CR
4 (XP 1,100; PB +2)

Actions

Multiattack. The elephant makes two Gore attacks.

Gore. Melee Attack Roll: +8, reach 5 ft. Hit: 15 (2d8+6) Piercing damage. If the target is a Huge or smaller creature and the elephant moved 20+ feet straight toward it immediately before the hit, the target has the Prone condition.

Bonus Actions

Trample. Dexterity Saving Throw: DC 16, one creature within 5 feet that has the Prone condition. Failure: 17 (2d10+6) Bludgeoning damage. Success: Half damage.

How to run Elephant

An elephant runs combat through charging and following up with Trample. It moves 40 ft. a turn on flat ground, enough to close from a distance and trigger its Gore knockdown. Gore requires the elephant to move at least 20 ft. straight toward the target, lands at plus 8, deals 2d8+6 piercing on a hit, and if the target is Huge or smaller it falls Prone. Once something is on its back, Trample finishes the job on your bonus action: a DC 16 Dexterity save against 2d10+6 bludgeoning, half on success.

The combo is the entire fight. Open by charging the closest target and rolling Gore. If it lands and the creature fails Prone, use Trample as your bonus action. You've now done 15 average piercing plus another 17 average bludgeoning on the same creature, and they cannot stand without burning their full turn. If the first Gore lands but they resist Prone, use Multiattack for a second Gore against the same target or a different one.

The elephant's only real weakness is spacing. It cannot charge if it cannot move 20 ft. first, so a party that corners it in tight ground or locks it in melee with backline fighters drops its damage output to a single Gore per turn. AC 12 is vulnerable to any ranged pressure. If the terrain is open and the party spreads, the elephant gets its full 40 ft. and charges cycle every round.

Run elephants in pairs or small groups if the encounter can support it. A lone elephant burns through targets quickly but can be starved for movement if the party spreads tight. Two elephants in an open field each charging different directions creates real coordination pressure.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

How to use this page

  • Click any number in the stat block, attacks (+12), damage (2d6+7), save DC (DC 20), ability mods, saves, or skills, to roll dice instantly.
  • Shift + click for advantage. Ctrl/⌘ + click for disadvantage.
  • Click a spell name for a quick reference card.
  • Add your party's AC on the left to see who got hit on each attack.
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