Charge.
If the Moose moves at least 20 ft. straight toward a target and then hits it with a stomp attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.
Spike Armor.
If the Moose is fitted with the spiked barding and spikes on the antlers the AC becomes 11+ strength modifier. The spikes gives additional piercing damage. 1d8 is added in addition to the trampling damage. 2d6 is added to the gore attack.
Gore.
Action Melee Attack. Melee Weapon Attack: +12 to hit, reach 10 ft., 1-3 target. Hit: (5d8+ 8) [piercing] damage.
Stomp.
Action Melee Attack Melee Weapon Attack: +12 to hit, reach 5 ft., one prone creature. Hit: (5d10 + 7) bludgeoning damage.
Description
A Moose specially designed for the battle field. Trained in attack actions. Often comes with spiked barding and adorned with spikes and tribal markings. Are found in the northern territory.
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