Armor Class
14
(natural armor)
Hit Points
76
(8d12 + 24)
Speed
30 ft.
STR
22
(+6)
DEX
10
(+0)
CON
17
(+3)
INT
4
(-3)
WIS
11
(+0)
CHA
6
(-2)
Saving Throws
DEX +2
Skills
Nature +2
Damage Resistances
Fire
Condition Immunities
Restrained
Senses
Darkvision 30 feet, Tremorsense 10 feet, Passive Perception 10
Languages
--
Challenge
3 (700 XP)
Proficiency Bonus
+2
Traits
Trampling Charge. If the elephant moves at least 25 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 13 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: +6 to hit, reach 5 ft., one target. Hit: 16 (3d8 + 3) piercing damage.
Stomp. Melee Weapon Attack: +6 to hit, reach 5 ft., one prone creature. Hit: 19 (3d10 + 3) bludgeoning damage.
Description
African elephants are more wrinkled and have bigger ears than others.
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