Huge construct, Unaligned
| Armor Class | 16 (natural armor) |
|---|---|
| Hit Points | 138 (12d12 + 60) |
| Speed | 40 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 24 (+7) | 9 (-1) | 21 (+5) | 3 (-4) | 11 (+0) | 6 (-2) |
| Saving Throws | — |
|---|---|
| Skills | — |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | charmed; frightened |
| Senses | passive Perception 10 |
| Languages | — |
| Challenge | 8 |
If the elephant moves at least 20 feet straight toward a creature and then hits it with a Gore attack on the same turn, that target must succeed on a DC 16 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.
Melee Attack Roll: +10 to hit (with advantage if the target is a creature missing any hit points), reach 10 ft., one target. Hit: 25 (4d8 + 7) piercing damage plus 7 (2d6) psychic damage.
Melee Attack Roll: +10 to hit, reach 5 ft., one prone creature. Hit: 29 (4d10 + 7) bludgeoning damage plus 7 (2d6) psychic damage.