Size:
Huge
Type:
Animal
Form:
elephantine
Temper:
neutral
# App:
5d6
Lair:
Diet:
Combat Dice: 0
Hit Points: 50 + 1d12
Attack Rank: 0
Passive Defense: 0
Active Defense:
Damage Reduction: 0
Role: brute
Ground:
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:

Actions/Abilities/Traits:
(D&D 5e)
Actions/Abilities/Traits: (D&D 5e)
Action
Gore
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage.
Action
Stomp
Melee Weapon Attack: +8 to hit, reach 5 ft., one prone creature. Hit: 22 (3d10 + 6) bludgeoning damage.
Special
Trampling Charge
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 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/Abilities/Traits:
(OSR)
Actions/Abilities/Traits: (OSR)
Special
|Trample
You can attempt to overrun any creature that is smaller than yourself. Targets of a trample take bludgeoning damage equal to two times a typical melee attack from this creature. Victims may attempt to avoid the trampling creature and receive a Breath save to take half damage. You can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.
Action
2 tusks or 1 trample
2-8(x2) or 4-32
Action
trample
2 * tusk (2d4) or 1 * trample (4d8)
Special
Charge
In first round of combat, when not in melee. Requires clear run of at least 20 yards. Tusks inflict double damage.
Special
Trample
3-in-4 chance of trampling each round. +4 to-hit human-sized or smaller creatures.
Special
Ivory
Each tusk is worth 1d6 * 100gp.

Actions/Abilities/Traits:
(Pathfinder 1e)
Actions/Abilities/Traits: (Pathfinder 1e)
Action
Feat 1
Endurance
Action
Feat 2
Great Fortitude
Action
Feat 3
Improved Bull Rush
Action
Feat 4
Iron Will
Action
Feat 5
Power Attack
Action
Feat 6
Skill Focus (Perception)
Action
Melee 1
gore +16 (2d8+10)
Action
Melee 2
slam +16 (2d6+10)

Actions/Abilities/Traits:
(Pathfinder 2e)
Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Grabbing Trunk
A Medium or smaller creature hit by the elephant's trunk is grabbed. If the elephant moves, it can bring the grabbed creature along with it.
Ability
Trample
Large or smaller, foot, DC 24
Offense
Melee
Circumstance: combat round (melee)
tusk +16 [+11/+6] (reach 10 feet), Damage 3d8+9 piercing
Trait
Animal
An animal is a creature with a relatively low intelligence. It typically doesn't have an Intelligence ability modifier over -4, can't speak languages, and can't be trained in Intelligence-based skills.
Perception
low-light vision
scent (imprecise) 30 feet
These thick-skinned animals bear large ivory tusks flanking a long, prehensile snout.
5e SRD
Massive, tusked animals that dwell near subtropical forests. Wandering individuals or whole herds may be encountered.
OSE