Huge Undead, Typically Chaotic Evil
Armor Class 12 (natural armor)
Hit Points 93 (10d12 + 30)
Speed 40 ft.
STR
22 (+6)
DEX
9 (-1)
CON
17 (+3)
INT
3 (-4)
WIS
11 (+0)
CHA
6 (-2)
Saving Throws STR +8, CON +5, WIS +2
Damage Vulnerabilities Bludgeoning
Damage Immunities Poison
Condition Immunities Exhaustion, Poisoned
Senses Blindsight 60 ft., Passive Perception 10
Languages --
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Antimagic Susceptibility. The elephant skeleton is incapacitated while in the area of an antimagic field. If targeted by dispel magic or remove curse, the oliphant skeleton must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

Rejuvenation. If the elephant skeleton is destroyed, it regains all its hit points in 1 hour unless holy water is sprinkled on its remains or a dispel magic or remove curse spell is cast on them.

Unusual Nature. The elephant skeleton doesn’t require air, food, drink, or sleep.

Actions

Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage. If the elephant skeleton moved at least 20 feet straight toward the target immediately before the hit, the target must succeed on a DC 12 Strength saving throw or be knocked prone if it is a creature. If the target is prone, the elephant skeleton can make one Stomp attack against it as a bonus action.

Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one prone creature. Hit: 22 (3d10 + 6) bludgeoning damage.

Monster Tags: Misc Creature

Habitat: Desert

Darfer

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