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.
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.
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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