Elephant
Huge Beast, unaligned
1,100 XP
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.
Quick Reference
Running This Encounter
Elephants are intelligent herd animals that typically avoid conflict unless protecting their young or territory. Use their massive size for environmental storytelling—they can knock over trees, create tremors, or block narrow passages. A solitary elephant encountered away from its herd likely has a specific motivation: defending territory, grieving lost companions, or driven mad by injury. Consider the party's approach: negotiations are possible with calm behavior, but sudden movements or violence triggers a protective charge.
Combat Tactics
Elephants lead with their Gore attack (trunk and tusks) on their primary target, followed by Stomp against clustered enemies. They use their Trampling Charge to bowl through groups, then pivot to attack stragglers. A wounded or cornered elephant becomes increasingly aggressive, using Gore repeatedly against whoever dealt the most damage.
Environment & Setting
Grasslands, savannas, and dense forests where an elephant's size provides tactical advantage through breaking cover and terrain obstruction. Narrow canyons, dense forests, or heavily urbanized areas can level the playing field against larger parties.