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 14 Strength saving throw or be knocked prone.
Regeneration. The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.
Vampire Weaknesses. The vampire has the following flaws:
Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants.
Harmed by Running Water. The vampire takes 20 acid damage when it ends its turn in running water.
Stake to the Heart. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.
Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Ram. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 6) bludgeoning damage.
Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one prone creature. Hit: 22 (4d8 + 6) bludgeoning damage.
Bite. Melee Weapon Attack: +8 to hit, reach 5ft. Hit: 11 (1d4 + 8) Piercing, target makes a con save, DC 16. On fail, they take 4D6 necrotic damage or half on a success. The Deer-Moose heals half the necrotic dealt.
Description
Deer-Moose, but vampire
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