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.
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.
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