Oliphaunt, Warbeast

Huge beast, unaligned

Armor Class 14 (natural armor)
Hit Points 115 (10d12 + 50)
Speed 40 ft.

26 (+8) 9 (-1) 20 (+5) 3 (-4) 11 (+0) 6 (-2)

Senses passive Perception 10
Challenge 6 (2,300 XP)


  • Foul Temper. All Wisdom (Animal Handling) checks made to calm down the oliphaunt have disadvantage.
  • Siege Beast. If the oliphaunt uses its trampling charge against an object, it ignores the object’s damage threshold. If the oliphaunt reduces an object’s hit points to 0, each hostile creature within 10 feet of the oliphaunt must succeed on a DC 9 Charisma saving throw or be stunned until the end of its next turn.
  • Trampling Charge. If the oliphaunt moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, the target must succeed on a DC 16 Strength saving throw or be forced prone. If the target is prone, the oliphaunt can make one stomp attack against it as a bonus action


  • Gore. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 26 (4d8 + 8) slashing damage.
  • Stomp. Melee Weapon Attack: +11 to hit, reach 5 feet, one prone creature. Hit: 30 (4d10 + 8) bludgeoning damage.


An oliphaunt is a massive pachyderm with four scimitar-like tusks and a thick gray-brown hide covered with patches of coarse black hair. Its trunk is short and sits above a large maw full of sharp teeth. Large round ears lie hanging at the sides of its head.

Juvenile oliphaunts are often trained for war and are prized among armies for their ability to easily breach defenses of enemy fortifications.

Section 15: Copyright Notice

Tome of Heroes ©2022 Open Design LLC; Authors: Celeste Conowitch, Jeff Lee, Sarah Madsen, Ben McFarland, Kelly Pawlik, Brian Suskind

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