Max Elephant | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Max Elephant CR: 2

Huge beast, n/a
Armor Class:
Hit Points: 132hp (12d12 + 48)
Speed: 40 ft , swim: 30 ft

STR

15 +2

DEX

10 +0

CON

18 +4

INT

14 +2

WIS

12 +1

CHA

12 +1

Saving Throws: STR
Skills: Perception
Languages: Telepathy with Summoner 90 ft.
Challenge Rating: 2
Proficiency Bonus: +3

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.   Abyssal Potential. These monsters, when summoned as an ally of the summoner and not in a subjugation ritual, their hitdie will increase by an amount equal to (Caster Level - 6), and their damage die will increase by an amount equal to (amount of Ability Score Improvements - 1) they've had.

Actions

Gore. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (3d8 + 6) piercing damage.
Stomp. Melee Weapon Attack: +5 to hit, reach 5 ft., one prone creature. Hit: (3d10 + 6) bludgeoning damage.
Tidal Wave. Ranged Weapon Attack: +3 to hit, 30 ft. radius, Anyone in the radius must make a DC 13 Dexterity Saving Throw or be knocked prone. They also take (3d8 + 6) bludgeoning damage and half as much on a successful save.


Created by

ArsonistWasTaken9182.

Statblock Type

Monster

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