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.
Preternatural Agility. The elk can Dash as a Bonus Action and ignores difficult terrain until the end of its turn when it does so.
Steady. The elk has advantage on saving throws against being knocked prone or to avoid falling damage, as well as on Dexterity checks or saving throws against difficult terrain effects.
Ram. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one prone creature. Hit: 11 (2d6 + 4) bludgeoning damage.
Description
The majestic great red elk is rare to the point that few have ever seen one in the wild. They are intelligent, strong, and loyal, making them prized mounts for those lucky enough to acquire one. Traditionally, they have served as the favored mounts of the Shoanti tribes of Varisia and the Sylvaneth elves of Kyonin's deepest forests. Legends tell of gods that take the form of giant elk when visiting the Material Plane, bringing with the a host of great red elk cohorts. Many cultures therefore believe that to hunt these creatures is to invite divine wrath.
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Posted Feb 10, 2020Wanted to say thanks. This build was used as a basis for my own design. It's a bit less powerful then yours to fit it to a specific campaign setting, but this was the foundation for the Aranya Red Elk. Thanks again.
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Posted Feb 11, 2020Hey Deluvian, thanks for the comment and good luck with your game! I actually made an error in this and did tweak it down myself. Without the ability to edit published content I'm leary to put a lot of things up. I'll check out your elk and probably add it to my collection as a regional variant.