Armor Class
13
Hide and Bone
Hit Points
80
(8d12)
Speed
30 ft., While not as fast as it was in life, the thundering footsteps of this elephant still set a brisk pace.
STR
22
(+6)
DEX
6
(-2)
CON
17
(+3)
INT
1
(-5)
WIS
14
(+2)
CHA
1
(-5)
Saving Throws
STR +9
Damage Immunities
Necrotic, Poison
Senses
Passive Perception 10
Languages
None
Challenge
5 (1,800 XP)
Proficiency Bonus
+3
Traits
Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
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: (3d8 + 6) piercing damage.
- Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one prone creature. Hit: (3d10 + 6) bludgeoning damage.
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