Huge Undead, Unaligned
Armor Class 12
Hit Points 76 (8d12 + 24)
Speed 40 ft.
STR
22 (+6)
DEX
9 (-1)
CON
17 (+3)
INT
3 (-4)
WIS
11 (+0)
CHA
6 (-2)
Saving Throws CON +5, WIS +2
Damage Vulnerabilities Bludgeoning
Damage Immunities Poison
Condition Immunities Exhaustion, Poisoned
Senses Passive Perception 10
Languages None
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

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

Rejuvenation. If the elephant 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 doesn't require air, food, drink, or sleep.

Actions

Multiattack. The elephant makes two Gore attacks.

Gore. Melee Attack Roll: +8, reach 5 ft. Hit: 15 (2d8 + 6) Piercing damage. If the elephant moved at least 20 feet straight toward the target immediately before the hit, the target also 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.

Darfer

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