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.
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.
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