ELEPHANT – 5e stats

Huge beast (animal), unaligned

Armor Class 12 (Natural Armor)
Hit Points 76 (8d12+24)
Hit Points (suggested) 126 (11d12+55)
Speed 40 ft.

Proficiency Bonus +2
Proficiency Bonus +4 (5th Edition Advanced Mode)

STRDEXCONINTWISCHA
22 (+6)9 (-1)17 (+3)
20 (+5)*
3 (-4)11 (+0)6 (-2)
*suggested

Saving Throws (suggested) Str +8, Con +7
Skills (suggested) Perception +2
Senses passive Perception 10
Challenge 4 (1,100 XP)

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 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.

ACTIONS

  • Multiattack (suggested). The elephant can make five attacks, two with its tusks, two with its feet and one with its trunk.
  • Tusk (suggested). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage.
  • Feet (suggested). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) piercing damage.
  • Trunk (suggested). Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage. The target is grappled (escape DC 16) Until this grapple ends, the creature is restrained, and the elephant can’t constrict another target. Only large or smaller creatures can be grappled.
  • Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 6) piercing damage.
  • Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one prone creature. Hit: 22 (3d10 + 6) bludgeoning damage.

DESCRIPTION

The elephant is a huge beast that resembles a massive gray-skinned mammal with a long trunk, large ears, and ivory tusks. Elephants are intelligent and social animals that can form strong bonds with their herd members and other creatures. They are herbivorous and can eat up to 300 pounds of vegetation per day. Elephants are native to warm climates, such as savannas, jungles, and forests, but can adapt to other environments if necessary.

COMBAT

Elephants are not naturally aggressive, but they will defend themselves and their allies if threatened. They can use their trunk to grab, lift, or throw objects or creatures, as well as to spray water or dust. Their tusks are their main weapons, which they use to gore their enemies with powerful charges. Elephants can also stomp on prone foes with their massive feet, crushing them with their weight. Elephants are resistant to nonmagical bludgeoning, piercing, and slashing damage, and have a high Constitution score that reflects their endurance and vitality.

HABITAT / SOCIETY

Elephants live in matriarchal herds of up to 20 individuals, led by the oldest and wisest female. The herd provides protection, companionship, and guidance for its members, especially the young calves. Male elephants usually leave the herd when they reach maturity, either living alone or forming smaller groups with other males. Elephants communicate with each other using a variety of sounds, such as trumpets, rumbles, roars, and snorts, as well as body language and touch. Elephants have a remarkable memory and can recognize friends and foes even after many years.

ECOLOGY

Elephants play an important role in their ecosystems, as they shape the landscape with their feeding and movement patterns. They create paths and clearings that allow other animals and plants to thrive. They also disperse seeds through their dung, which fertilizes the soil and helps new vegetation grow. Elephants are preyed upon by some large predators, such as lions, tigers, and dragons, but they can often fend them off with their size and strength. Elephants are also hunted by some humanoids for their ivory, meat, or hide, which poses a threat to their survival.


Elephants can be used as mounts or pulling animals for vehicles.

The statistics are detailed in the D&D 5e Animals & Vehicles reference guide.
Just have a look at the preview on DrivethruRpg.