Elephant

Armor Class
12

(Natural Armor)

Hit Points
76
STR
22 (+6)
DEX
9 (-1)
CON
17 (+3)
INT
3 (-4)
WIS
11 (+0)
CHA
6 (-2)
Senses
Passive Perception 10
Challenge
4

Traits

Trampling Charge - If the elephant moves at least 20 ft. straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 12 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: +8 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage.

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