Large Undead, Neutral Evil
Armor Class 11 (natural armor)
Hit Points 76 (8d10 + 32)
Speed 40 ft.
STR
20 (+5)
DEX
11 (+0)
CON
18 (+4)
INT
3 (-4)
WIS
8 (-1)
CHA
2 (-4)
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 60 ft., Passive Perception 9
Languages --
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Charge. If the zombie moose moves at least 20 feet straight toward a target and then hits it with an antlers attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Sure-Footed. The zombie moose has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Undead Fortitude. If damage reduces the zombie moose to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie moose drops to 1 hit point instead.

Actions

Multiattack. The zombie moose makes two attacks: one with its antlers and one with its hooves.

Antlers. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 5) piercing damage.

Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 7) bludgeoning damage.

Description

Affected by the necromantic magic of the hags, this moose was raised from the dead to do the bidding of its dark masters.

Previous Versions

Name Date Modified Views Adds Version Actions
9/17/2021 2:40:04 AM
3
1
--
Coming Soon
unclecaveman

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