Large Construct, Unaligned
Armor Class 10
Hit Points 13 (2d10 + 2)
Speed 50 ft., Fly 50 ft.
STR
16 (+3)
DEX
10 (+0)
CON
12 (+1)
INT
2 (-4)
WIS
10 (+0)
CHA
6 (-2)
Senses Passive Perception 10
Languages --
Challenge 1/4 (50 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 7 (2d6) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Eerie Resemblance. The Bad Taxidermy Reindeer resembles a reindeer. A creature that can see the reindeer can discern its true nature with a successful DC15 Intelligence (Nature) check.

Immunities. The Bad Taxidermy Reindeer is immune to poison and psychic damage, as well as the poisoned condition.

Actions

Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

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

Insect Cloud (1/day). A 10-foot-radius cloud of biting insects extends out from the reindeer. The cloud spreads around corners, and its area is lightly obscured. It lasts for 1 minute, or until the cloud is scared away with smoke or fire. Any creature in the cloud when it appears must make a DC 11 Constitution saving throw, taking 3 (1d6) piercing damage or half as much on a successful one. A creature that ends its turn in the cloud takes 3 (1d6) piercing damage. Hit: 3 (1d6) piercing damage.

 

Monster Tags: Misc Creature

Habitat: ForestGrasslandHill

Flinqsfury

Comments

Posts Quoted:
Reply
Clear All Quotes