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Huge beast · CR 6

Mammoth

Armor Class13
Hit Points126 (11d12+55)
Speed40 ft.
ChallengeCR 6 (2,300 XP)
STR
24
(+7)
DEX
9
(-1)
CON
21
(+5)
INT
3
(-4)
WIS
11
(+0)
CHA
6
(-2)
Sensespassive Perception 10
Special Abilities
Trampling Charge. If the mammoth 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 18 Strength saving throw or be knocked prone. If the target is prone, the mammoth can make one stomp attack against it as a bonus action.
Actions
Gore. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) piercing damage.
Stomp. Melee Weapon Attack: +10 to hit, reach 5 ft., one prone creature. Hit: 29 (4d10 + 7) bludgeoning damage.

Running Mammoth in an encounter

As a CR 6 threat worth 2,300 XP, Mammoth is a fair challenge for a party of four at a comparable level. With no legendary actions it works best in numbers or paired with support, where its CR 6 rating won't be burned down in a single round. Use the XP value with the encounter builder to slot it into a balanced fight.

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