Charge. If the elk moves at least 20 feet straight toward a target and then hits it with a ram 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 14 Strength saving throw or be knocked prone.
Stun. Magic Attack: 60ft cone in front of the Bright Elk, every creature with in the area of effect must make a Dex sav of 15 if failed the creature will be blinded until the end of the next turn.
Ram. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one prone creature. Hit: 22 (4d8 + 4) bludgeoning damage.
Description
many creatures change in multiple ways way living in lands rich with the energies of the fey wild, in the Bright elk's case they species have developed a translucent organ near its lunges and pad on its chest resembling peacock eyes. commonly used by fae for hunting or scaring away trespassers from their territories.
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