Large Beast, Neutral Evil
Armor Class 11 (Natural Armor)
Hit Points 43 (5d10 + 15)
Speed 40 ft.
STR
17 (+3)
DEX
11 (+0)
CON
16 (+3)
INT
10 (+0)
WIS
13 (+1)
CHA
8 (-1)
Senses Passive Perception 11
Languages Druidic --
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Charge. If the 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 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

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

Weakened. This creature's stats have been reduced making it less of a challenge.

Actions

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

Antlers. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.

Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.

Description

A white moose is attacking loggers in the forest near Lonelywood. The town’s logging industry is essential to the growth and survival of Ten-Towns, and Speaker Nimsy Huddle has assured the other speakers that Lonelywood’s “moose problem” will be dealt with in short order. Hunters have been dispatched to kill the moose, but it has eluded them so far. From what the hunters have seen, their prey is smarter than the average moose, and its white hide makes it hard to spot in the snow. What they don’t know is that the moose is using a magic mirror as a scrying device to show it where its enemies are.

Monster Tags: Misc Creature

Habitat: ArcticForestGrasslandHillMountain

Naci280

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