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    Elephant 5e: Stats, the Charge and Why the 2024 Version Hits Harder

    An elephant is a CR 4 Huge Beast with AC 12, 76 hit points, 40 feet of speed and a +8 Gore that deals 19 piercing damage in the 2014 rules. Like the mammoth, it charges, knocks targets prone and stamps on them, but the 2014 elephant's knockdown is only a DC 12 Strength save, so most front-liners stay standing. The 2024 elephant swaps that for two Gores per turn, an automatic knockdown after a charge, and a DC 16 Dexterity save to avoid a bonus-action Trample. Expected damage on a charging turn goes from about 16 to about 29 against a typical fighter.

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    Elephant Stat Block (2014)

    Elephant

    Huge beast, unaligned

    Armor Class 12 (natural armor)
    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)
    Senses passive Perception 10
    Languages —
    Challenge 4 (XP 1,100; PB +2)

    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.
    Stat block from the SRD 5.1 (2014 rules) by Wizards of the Coast, licensed under CC-BY-4.0. Check an encounter with this monster in the encounter calculator.

    The 2014 elephant has two attacks and uses one per turn. Gore is +8, 19 (3d8 + 6) piercing. Stomp is +8, 22 (3d10 + 6) bludgeoning, only against a prone creature. Trampling Charge links them: 20 feet straight toward a creature, a Gore hit, then a DC 12 Strength save or prone, and a Stomp as a bonus action if it falls.

    The Elephant in the 2024 Rules

    Elephant

    Huge Beast, Unaligned

    Armor Class 12
    Initiative −1 (9)
    Hit Points 76 (8d12 + 24)
    Speed 40 ft.
    STR
    22 (+6)save +6
    DEX
    9 (−1)save −1
    CON
    17 (+3)save +3
    INT
    3 (−4)save −4
    WIS
    11 (+0)save +0
    CHA
    6 (−2)save −2
    Senses Passive Perception 10
    Languages None
    Challenge 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.
    Stat block from the SRD 5.2.1 (2024 rules) by Wizards of the Coast, licensed under CC-BY-4.0. Check an encounter with this monster in the encounter calculator.
    20142024
    Attacks per action1 Gore, 19 (3d8 + 6)2 Gores, 15 (2d8 + 6) each
    Charge knockdownDC 12 Strength saveAutomatic on a hit, Huge or smaller target
    Follow-up (bonus action)Stomp: +8 attack, 22 damageTrample: DC 16 Dexterity save, 17 damage, half on a success
    InitiativeDex −1−1 (9)

    AC, hit points, speed, CR and XP are all unchanged.

    How Elephants Fight

    The elephant's reach is 5 feet, unlike the mammoth's 10. That makes it simpler to run: every charge ends adjacent to the target, so the follow-up is always in range.

    Charging turn against a fighter (AC 16, Strength save +5, Dexterity save +0). The elephant's +8 hits on an 8 or higher, 65% of the time.

    20142024
    Gore damage19 × 65% = about 122 × 15 × 65% = about 20
    Chance target ends prone65% × 30% failed DC 12 save = about 20%65%
    Follow-upStomp with advantage, 22 damageTrample, 75% fail, 17 or 8
    Expected totalabout 16about 29

    The 2014 elephant should pick on the weak. Against a wizard with AC 12 and Strength −1, it hits 85% of the time and the save fails 60% of the time. The expected charge damage rises to about 27. An elephant that ignores the plate-armored fighter and runs down the robed spellcaster is playing its stat block correctly.

    The 2024 elephant can charge anyone. With no Strength save involved, its knockdown works on the strongest character in the party. The Dexterity save on Trample is the only defense, and heavy-armor wearers are usually bad at it.

    Use the space. An elephant needs room to charge and 40 feet of speed to get it. In a forest clearing or a city street, it gets a run every other turn at best. On a plain, every turn.

    Running an Elephant Encounter

    An elephant is 1,100 XP.

    Party of 4 (2024 rules)Low / Moderate / HighOne elephant
    Level 3600 / 900 / 1,600High
    Level 41,000 / 1,500 / 2,000Moderate (just past the Low budget)
    Level 52,000 / 3,000 / 4,400Two elephants (2,200) are Moderate

    Under the 2014 guidelines in our encounter calculator, one elephant is Hard for four level 3 characters and Medium for four level 4 characters.

    An elephant with riders turns into a moving fortress. Two archers or a bandit captain on its back add ranged damage while the elephant handles the front line. Count their XP too.

    How Players Beat an Elephant

    • •Spread out and stand behind something. The charge needs a straight 20 feet. Low walls, wagons and trees break its lines.
    • •Strength-save characters, rejoice (2014 only). A DC 12 Strength save is easy for a fighter or barbarian. Let them tank.
    • •Charm it. It's a Beast with Wisdom 11. Animal Friendship and Dominate Beast both work. A dominated war elephant charging back through its own army ends a battle.
    • •Target the handler. A trained elephant is only as aggressive as its rider wants it to be. Drop the mahout and the elephant may simply leave.
    • •Become one. Polymorph can turn an ally of level 4 or higher into an elephant. Animal Shapes can't, because elephants are Huge and that spell allows only Large or smaller beasts.

    Elephant Encounter Ideas

    The war elephant at the ford. A warlord's army holds a river crossing with one armored elephant carrying two crossbowmen in a howdah. The elephant is the gate. Getting past it, turning it, or scaring it off decides whether the party crosses.

    The temple's sacred animal. A city temple keeps a white elephant that's paraded through the streets once a year. This year someone slipped something into its feed. It's rampaging through the market and the priests will pay well for the party to stop it without killing it.

    Ivory poachers. A band of bandits is hunting a family of elephants. Helping the elephants means fighting the bandits. Helping the bandits means fighting four very angry elephants.

    Frequently Asked Questions

    What CR is an elephant in 5e?

    An elephant is CR 4 (1,100 XP) in both 2014 and 2024, with AC 12 and 76 hit points.

    How does an elephant's Trampling Charge work?

    In 2014, if the elephant moves 20+ feet straight toward a creature and hits with Gore, the target makes a DC 12 Strength save or is knocked prone, and the elephant can Stomp it as a bonus action for 22 damage. In 2024, the charging Gore knocks a Huge or smaller target prone without a save, and Trample forces a DC 16 Dexterity save for 17 damage, half on a success.

    Can you ride an elephant in 5e?

    Yes. Under the SRD mounted combat rules, a willing creature at least one size larger than the rider, with suitable anatomy, can serve as a mount, so a Huge elephant can carry a Large, Medium or Small rider.

    Is an elephant stronger than a mammoth?

    No. The mammoth is CR 6 with 126 hit points, 10-foot reach and DC 18 effects. The elephant is CR 4 with 76 hit points and lower save DCs.


    Stat blocks: System Reference Document 5.1 (2014) and 5.2.1 (2024), Wizards of the Coast, CC-BY-4.0. Tactics, encounter math and ideas are Loreify's own.

    This page includes material from the System Reference Document 5.1 and 5.2.1 by Wizards of the Coast LLC, available under the Creative Commons Attribution 4.0 International License. Loreify is not affiliated with Wizards of the Coast.

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