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Mammoth

Huge Beast, unaligned

CR 6

2,300 XP

AC: 13 (natural armor)
HP: 126 (11d12+55)
Speed: walk 40 ft.
Senses: passive Perception 10
Languages:
STR
24
+7
DEX
9
-1
CON
21
+5
INT
3
-4
WIS
11
+0
CHA
6
-2

Special Abilities

Trampling Charge

If the mammoth 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 18 Strength saving throw or be knocked prone. If the target is prone, the mammoth can make one stomp attack against it as a bonus action.

Actions

Gore

Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) piercing damage.

Stomp

Melee Weapon Attack: +10 to hit, reach 5 ft., one prone creature. Hit: 29 (4d10 + 7) bludgeoning damage.

Quick Reference

Challenge: CR 6
Type: Beast
Size: Huge
Alignment: unaligned
Best for party of 4 at level 7-9

Running This Encounter

The mammoth is a straightforward melee combatant that charges at threats with its tusks and tramples with its weight. Position it in open terrain where its 40 ft. movement speed is advantageous, and use its Trampling Charge (DC 18 STR save, 3d8+5 damage) as a primary action against clustered foes. Don't separate the mammoth from its herd if multiple creatures are present, as they'll coordinate attacks. Keep the creature mobile rather than letting it be surrounded.

Combat Tactics

The mammoth charges its most dangerous-looking opponent each turn, prioritizing spellcasters if they're visible. It uses its Gore attack against one target and its Trampling Charge when three or more enemies cluster together. The mammoth fights to the death if defending calves or herd mates; otherwise it may flee if reduced below 25 HP.

Environment & Setting

Open grasslands, tundra, or taiga where large herds roam freely and provide natural cover. Ideal if there are rocky outcroppings, frozen terrain features, or water sources that create dynamic movement challenges.