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Battle Elephant

Large Beast (trained), Neutral


Armor Class 16 (natural armor)

Hit Points 85 (10d10+30)

Speed 50 ft.

STR 24 (+7)
DEX 10 (+0)
CON 16 (+3)
INT 2 (-4)
WIS 12 (+1)
CHA 5 (-3)

Saving Throws Con +6

Damage Resistances bludgeoning; piercing; slashing

Condition Immunities charmed, frightened

Senses darkvision 60 ft., passive Perception 14

Languages โ€”

Challenge 5 (1,800 XP) Proficiency Bonus +3


Trample. If the elephant moves at least 20 feet straight toward a creature and then hits it with a stomp attack on the same turn, the target must succeed on a DC 16 Strength saving throw or take an extra 14 (4d6) bludgeoning damage and be knocked prone.
Charge. If the elephant moves at least 10 feet in a straight line before making a tusk attack, it can deal an extra 7 (2d6) piercing damage on a hit.

Actions

Multiattack. The elephant makes one tusk attack and one stomp attack.
Tusk. Melee weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10+6) piercing damage. A powerful thrust with its tusks.
Stomp. Melee weapon Attack: +10 to hit, reach 5 ft., one prone target. Hit: 15 (2d8+6) bludgeoning damage. The elephant stomps down on a prone creature.

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Lore & Description

Appearance

A massive, imposing elephant with a sturdy build, its gray skin is marred with scars from previous battles. Its tusks are long and sharp, often adorned with war paint and decorative chains. The saddle on its back carries battle gear and supplies for its rider.

Behavior & Origins

Battle elephants are a rare but fearsome sight on the battlefield. Trained for war, these creatures are used to charge into enemy lines, causing chaos and destruction. They are intelligent and respond to commands with ease, allowing their riders to effectively direct their attacks. However, their natural instinct for self-preservation means they may bolt if severely wounded.

Generation Info

Original prompt:
"A massive war elephant trained for battle"

Created: Jan 28, 2026
Modified: May 31, 2026

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