Elefonte (5e Creature)

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Huge monstrosity, neutral good

Armor Class 13 (natural armor)
Hit Points 126 (12d12 + 48)
Speed 50 ft.

24 (+7) 11 (+0) 19 (+4) 7 (-2) 15 (+2) 10 (+0)

Senses passive Perception 12
Languages Elvish, Elefonte, Sylvan
Challenge 6 (2,300 XP)

Sense Evil and Good. The elefonte knows if there is an aberration, celestial, elemental, fey, fiend, or undead within 100 feet of it, as well as where the creature is located. Similarly, an elefonte knows if there is a place or object within 100 feet of it that has been magically consecrated or desecrated.

Trampling Charge. If the elefonte 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 14 Strength saving throw or be knocked prone. If the target is prone, the elefonte can make one stomp attack against it as a bonus action.


Gore. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 6) piercing damage, or 25 (4d8 + 6) piercing damage against a fiend or undead.

Stomp. Melee Weapon Attack: +10 to hit, reach 5 ft., one prone creature. Hit: 23 (3d10 + 6) bludgeoning damage, or 28 (4d10 + 6) damage against a fiend or undead.

Source: [1]

An elefonte is much like an elephant, but wiser and more good-natured. Elefontes are sworn to keep the peace and protect the innocent, and often become close allies with elves and fairies.

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