Free interactive D&D 5e SRD stat block

Mammoth

Huge Beast, CR 6, AC 13, 126 HP. Unaligned.

A fantasy bestiary portrait of Mammoth.
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Huge Beast, Unaligned

AC
13
Initiative
+2 (12)
HP
126 (11d12+55)
Speed
50 ft.
ScoreModSave
STR 24 +7 +10
DEX 9 -1 -1
CON 21 +5 +8
INT 3 -4 -4
WIS 11 +0 +0
CHA 6 -2 -2
Senses
Passive Perception 10
Languages
None
CR
6 (XP 2,300; PB +3)

Actions

Multiattack. The mammoth makes two Gore attacks.

Gore. Melee Attack Roll: +10, reach 10 ft. Hit: 18 (2d10+7) Piercing damage. If the target is a Huge or smaller creature and the mammoth moved 20+ feet straight toward it immediately before the hit, the target has the Prone condition.

Bonus Actions

Trample. Dexterity Saving Throw: DC 18, one creature within 5 feet that has the Prone condition. Failure: 29 (4d10+7) Bludgeoning damage. Success: Half damage.

How to run Mammoth

A mammoth is a Huge angry hill that moves 50 feet a turn. The encounter design question is what the mammoth is doing here at all, because mammoths do not stalk parties. They are charged by, stumbled into, or angered by something the players did three rounds ago. Sell the cause: a calf the party walked too close to, a bull in rut, a herd disturbed by hunters who have already fled. The mammoth is not the villain. It is the consequence.

In motion the mammoth is a charging attack. Multiattack is two Gore attacks at +10 doing 2d10+7 piercing each. If the mammoth moved 20 feet straight toward a target before the hit, Gore also knocks the target Prone. On a bonus action it can Trample a Prone creature within 5 feet, a Dexterity save DC 18 taking 4d10+7 bludgeoning on failure or half on success. The combo is Gore into Prone, then Trample next action for 29 average damage on the failed save.

The party's options are kill it fast (126 HP and AC 13 is one good round of focused damage at level 5 or higher) or get out of the lane. Use the Huge size as terrain. The mammoth blocks line of sight for Medium creatures behind it. A wizard can hide behind the mammoth from an archer on the far side, or a rogue can dart between its legs. Retreat happens fast. A bloodied mammoth that is no longer near whatever angered it turns around and walks away. Beasts protect a thing, and once the thing is safe or dead, they stop.

Have the ground shake before anyone sees the mammoth. Three thumps, a pause, then the trees come apart.

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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