Dungeons and Dragons 5th Edition Monster Manual pg 322
Elephant CR: 4
Huge beast,
Armor Class: 12
Hit Points: 76 (8D12+24)
Speed:
40 ft
Challenge Rating: 4
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 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
Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (3D8+6) Piercing Damage.
Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one prone creature. Hit: 22 (3D10+6) Bludgeoning Damage.
An elephant can carry up to 7 tons, making it one of the world’s strongest animals. They are distinguished by the huge bodies, stout legs, thin tails, rounded ears, strong trunks, and in some elephants, the ivory tusks. These long tusks, which grow throughout the elephant’s life, are really just incisor teeth; they allow the elephant to dig for food and water, defend itself, and lift heavy objects with ease. Having one the best ears in the world, on average, elephants can hear the calls from another elephant as far as 2.5 miles away. The creature is defined mostly by it's size. They stand anywhere from 10 to 13 feet tall, 18 to 24 feet long, and weigh anywhere in between 4 to 12 tons.