Dire Moose
Cervids are deer, moose, elk, and the like; the majestic creatures of the woodlands.
Dire Moose | |||||
|---|---|---|---|---|---|
| Monster Level: 7 | |||||
| Huge. Giant, Beast | |||||
| STR | DEX | END | AWR | INT | CHA |
| 4 | 3 | 4 | 0 | -3 | -2 |
| Ref: 13 | Fort: 14 | Ant: 10 | Log: 7 | Will: 8 | |
| Armor Rating 12 | Resist Cold 5 | ||||
| Hit Points 70 | |||||
| Speed 40 ft | |||||
| Skills (STR) Sprinting +5; (END) Distance Running +5, Forced March +5 | |||||
| Features | |||||
| Wildheart. While in a forest, tundra, or grasslands environment, the Dire Moose ignores difficult terrain.
Tundra Born. The Dire Moose is immune to extreme cold. | |||||
| Actions | |||||
The Dire Moose can MOVE and take TWO of the following actions, or take the same action twice. | |||||
| Move. The Dire Moose can move up to its speed.
Trample. Reach 5 ft, Natural Weapon. +4 vs AR. Hit: 11 (1d6+4) blunt, and another attack: +4 vs FORT. Hit: Creature falls Prone. | |||||
OR the Dire Moose can take the following action. | |||||
| Gore. The Dire Moose 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). When a creature moves into melee distance of the Moose, the Moose can make a Trample attack. | |||||