AC
15
Initiative
+2 (12)
HP
27
(2d12 + 15)
Speed
50 ft., Swim 20 ft.
| Mod | Save | ||
|---|---|---|---|
| STR | 17 | +3 | +3 |
| DEX | 15 | +2 | +4 |
| CON | 14 | +2 | +2 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 18 | +4 | +6 |
| CHA | 11 | +0 | +0 |
Skills
Insight +8, Nature +6, Perception +10, Survival +11
Resistances
Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities
Charmed
Senses
Blindsight 30ft, Darkvision 60ft; Passive Perception 17
Languages
Common, Druidic, Primordial, Sylvan -- can understand but not speak
CR
2 (XP 450; PB +2)
Traits
Land Strider. The Elk ignores difficult terrain created by spells
Ancient Wisdom. the Elk can’t be charmed and has advantage on saves against being frightened.
Mystic Mark. The Elk can use an to mark a creature. As a bonus action it can heal the marked creature for 2d10+6 hit points. It lasts for 10 minutes and it can use this feature twice per day
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6) piercing damage.
Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d8) piercing damage.
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