AC
            
                
                    12
                
                         
              
            Initiative
            
                
                    -1 (9)
                
            
        
        
            HP
            
                
                    76
                
                
                    (8d12 + 24)
                      
            
        
        
            Speed
            
                
                    40 ft. 
                
            
        
    | Mod | Save | ||
|---|---|---|---|
| STR | 22 | +6 | +6 | 
| DEX | 9 | -1 | -1 | 
| CON | 17 | +3 | +3 | 
| Mod | Save | ||
|---|---|---|---|
| INT | 3 | -4 | -4 | 
| WIS | 11 | +0 | +0 | 
| CHA | 6 | -2 | -2 | 
                Senses
                
                     Passive Perception 10
                
            
        
            
                Languages
                
                    --
                
            
        
        
                CR
                
                    4 (XP 1,100; PB +2)
                
            
        Actions
                Multiattack. The elephant makes two Gore attacks.
Gore. Melee Attack Roll: +8, reach 5 ft. Hit: 15 (2d8 + 6) Piercing damage. If the target is a Huge or smaller creature and the elephant moved 20+ feet straight toward it immediately before the hit, the target has the Prone condition.
Bonus Actions
                Trample. Dexterity Saving Throw: DC 16, one creature within 5 feet that has the Prone condition. Failure: 17 (2d10 + 6) Bludgeoning damage. Success: Half damage.







    
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Posted Sep 3, 2024I kind of expected less realistic art
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Posted Sep 3, 2024Changes from 2014 to 2024 Elephant:
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Posted Sep 19, 2024Elephants can still high jump 9 feet and long jump 22 feet if they get a 10 foot running start
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Posted Dec 27, 2024yah me too
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Posted Dec 27, 2024this is also known as the medieval semi-truck
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Posted Jan 25, 2025Personally I would bump that 3 (-4) INT to a 8 (-1) because real Elephants are surprisingly intelligent.
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Posted Feb 17, 20253 intelligence covers a really broad range; dogs and cats also have an intelligence of 3, but I think dogs are smarter than cats. Dolphins have an intelligence of 6, though, and since dolphins are about as smart as elephants, I'd say a 6 is the most appropriate. Though, I think dolphins in dnd are influenced by magic and are thus different from normal dolphins, so I would give them 5 intelligence.
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Posted Apr 11, 2025I think the elephant's Gore ability should not have the movement requirement for throwing targets Prone, at least not for targets smaller than it. Just try keeping your footing when an elephant swing its tusks through you from the front or side, picks you up with its trunk and drops you or punches you in the face with it. No charge necessary for sure. If the devs are worried about game balance: just compare this to the Dire Wolf, a whole 3 CR levels lower, which also throws its targets Prone without a save, but without needing to charge towards them first.
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Posted Apr 30, 2025Might be easier to use, but i think that how charge work for 2014 elephant was just more flavorful and interesting.
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Posted Jun 21, 2025Correct me if I’m wrong, but in pretty sure that that’s not the point of intelligence. Intelligence is book smarts, or factual knowledge. Wisdom is the applicable intelligence, or street smarts. It would make sense for those animals to have lower book smarts but higher street smarts because they have to survive. If you compare the wisdom to intelligence most of those animals actually have halfway decent wisdom
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Posted Aug 16, 2025Intelligence also covers the ability to reason things out and your memory recall, both of which are significant in elephants relative to most other real world animal species. And the game itself specifically uses Intelligence (and to a lesser extent Charisma) to indicate whether or not a creature is actually sapient.
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Posted Oct 5, 2025Only 3 intelligence? For one of the smartest and most socially advanced species on the planet? Okay WotC, lmao.
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Posted Oct 15, 2025You can Wild Shape into this at Druid Level 12.
This thing's Multiattack + Trample + Conjure Woodland Beings (4th Level) lets you do an average of 74 damage (if everything hits and the enemy fails the saving throw) every turn (after 1 turn of set up) and the hit chance is roughly the same as a Level 12 Fighter with 20 STR and no magic weapon. Plus you get 36 THP, your AC is 18, you can stay in this form even when when the THP is gone, and you still have spells up to 6th level.
Someone please tell me how Wild Shape is TERRIBLE in 5e 2024.