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.
How many elephants for a fight?
An elephant is worth 1,100 XP. Using the 2024 encounter budgets (SRD 5.2), this is how many elephants fit each difficulty for a party of four characters of the same level. A dash means even one would be over the budget.
Party level
Low
Moderate
High
3rd
—
—
1
4th
—
1
1
5th
1
2
4
6th
2
3
5
7th
2
4
6
8th
3
6
7
9th
4
7
9
10th
5
8
11
11th
6
10
12+
12th
8
12+
12+
13th
9
12+
12+
14th
10
12+
12+
15th
12
12+
12+
Budgets add up every monster’s XP, so you can swap some for other creatures of the same total. Try other party sizes and mixes in the encounter calculator.
How the elephant compares at CR 4
Against the 14 other challenge 4 monsters in the SRD 5.1, the elephant has more hit points than 3 of them, which makes it one of the frailest at its CR. See every CR 4 monster.
Statistic
Elephant
CR 4 average
Armor Class
12
12.7
Hit points
76
88
Best attack bonus
+8
+6
Elephant 2024 stat block
The 2024 Monster Manual revised the elephant, and the SRD 5.2 carries the new stat block. What changed:
New in its stat block: Multiattack and Trample.
Gone from it: Trampling Charge and Stomp.
Armor Class
12
Hit Points
76 (8d12 + 24)
Speed
40 ft.
Challenge
4 (1,100 XP)
STR
DEX
CON
INT
WIS
CHA
22 (+6)
9 (-1)
17 (+3)
3 (-4)
11 (+0)
6 (-2)
Senses
passive Perception 10
Languages
None
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.