Elk: Difference between revisions

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| colspan="6" |'''Move.''' The Elk can move up to its speed.
| colspan="6" |'''Move.''' The Elk can move up to its speed.
'''Trample.''' ''Reach 5 ft, Natural Weapon.'' +3 vs AR. '''Hit:''' 6 (1d6+3) blunt, and another attack: +3 vs FORT. '''Hit:''' Creature falls Prone.
'''Trample.''' ''Reach 5 ft, Natural Weapon.'' +3 vs AR. '''Hit:''' 6 (1d6+3) blunt, and another attack: +3 vs FORT. '''Hit:''' Creature falls Prone.
'''Kick.''' The Elk prepares its Kick.
'''Kick.''' The Elk prepares its Kick.
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Revision as of 14:44, 13 April 2024

[Back to creatures]


Cervids are deer, moose, elk, and the like; the majestic creatures of the woodlands.

Elk

Monster Level: 3
Large. Beast
STR DEX END AWR INT CHA
3 3 2 1 -3 1
Ref: 13 Fort: 12 Ant: 11 Log: 7 Will: 9
Armor Rating 12 Resist Cold 5
Hit Points 36
Speed 50 ft
Skills (STR) Sprinting +5; (END) Distance Running +2, Forced March +2
Features
Wildheart. While in a forest, tundra, or grasslands environment, the Elk ignores difficult terrain.

Tundra Born. The Elk is immune to extreme cold.

Actions

The Elk can take TWO of the following actions, or take the same action twice.

Move. The Elk can move up to its speed.

Trample. Reach 5 ft, Natural Weapon. +3 vs AR. Hit: 6 (1d6+3) blunt, and another attack: +3 vs FORT. Hit: Creature falls Prone.

Kick. The Elk prepares its Kick.

OR the Elk can take the following action.

Gore. The Elk moves up to 10 ft, then makes the Gore attack: Reach 5 ft, Natural Weapon. +3 vs AR. Hit: 10 (2d6+3) sharp, and another attack: +3 vs FORT. Hit: Creature falls Prone and gains Bleeding 1d4.
Reactions
Kick (1/Round). If the Elk prepared Kick, when a creature moves into melee distance of the Elk, the Elk can make a Trample attack.