Huge Monstrosity, Chaotic Evil
Armor Class 15 Natural Armour
Hit Points 130 (10d10 + 30)
Speed 60 ft.
STR
19 (+4)
DEX
16 (+3)
CON
16 (+3)
INT
7 (-2)
WIS
16 (+3)
CHA
10 (+0)
Skills Perception +5
Senses Passive Perception 15
Languages Common, Elvish, Sylvan But can't speak
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

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 10 (3d6) damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Nightmare Aura.  If a creature ends it's turn within 10ft of the corrupted Elk the must make a DC 14 Wisdom Saving throw or become frightened of the Elk. The creature can repeat the save at the end of it's turn. On a success the creature is immune for 24 hours. Also anyone with 10 ft, also takes 1 necrotic damage.

Actions

Ram. Melee Weapon Attack: +6 to hit, reach 5ft., one target. HIT: 11 (2d6 + 4) bludgeoning damage, and 3 (1d6) nectroic damage.

Hooves. Melee Weapon Attack: +6 to hit, reach 5ft., one prone creature. HIT: 22 (4d8 + 4) bludgeoning damage. and 3 (1d6) nectroic damage.

 

Description

When a forest is starting to be corrupted by a source of evil, if the forest has any links to a deity the sacred Giant Elk's are the first to show signs of the hold that the evil source is taking hold.

d20roller_kurt

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