| Mod | Save | ||
|---|---|---|---|
| STR | 19 | +4 | +7 |
| DEX | 12 | +1 | +1 |
| CON | 15 | +2 | +2 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 12 | +1 | +4 |
| CHA | 6 | −2 | −2 |
Eldritch Charge. If the creature moves at least 20 feet straight toward a target and hits with its Antlers on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked Prone.
Multiattack. The creature makes two attacks: one with its Antlers and one with its Grasping Hands.
Antlers. Melee Weapon Attack: +6, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 4 (1d8) cold damage.
Grasping Face-Hands. Melee Weapon Attack: +6, reach 5 ft., one target. Damage: 6 2d6 + 3 slashing damage, and a Medium or smaller target is Grappled (escape DC 14) and pulled into its maw. While grappled, the target is Blinded and Suffocating.
Bile & Frost Regurgitation (Recharge 5–6): The humanoid maw vomits black rime onto a 10-foot square within 15 feet. That ground becomes difficult terrain until melted. Any creature standing in the area must succeed on a DC 13 Dexterity saving throw or fall Prone and take 3 (1d6) cold damage.
Torso Crush: The creature makes one Grasping Face-Hands attack against a creature it is already grappling.
Unnatural Skitter: The creature takes the Disengage or Dash action.
Grasping Defense (1/Round): When a creature hits the moose with a melee weapon attack from within 5 feet, the pale hands lash out. The attacker must succeed on a DC 14 Strength saving throw or have the attack's damage halved and become Grappled (escape DC 14).
Vengeful Gaze: When hit by a ranged weapon or spell attack, the humanoid head snaps around to stare at the attacker. The attacker must succeed on a DC 13 Wisdom saving throw or suffer disadvantage on its next attack roll made before the end of its next turn.
Corrupted Shedding (1/Day): When reduced below 68 hit points (half HP), the creature sheds a burst of calcified frost and bone shards. Each creature within 10 feet must make a DC 13 Dexterity saving throw, taking 9 (2d8) piercing damage on a failed save, or half as much on a successful one. The moose instantly breaks free of all grapples and restraints.
Lair and Lair Actions
Round 1 — The Mimicking Wither: The human torso shrieks the dying gasps of slaughtered Ten-Towners. Each enemy within 30 feet must succeed on a DC 13 Wisdom saving throw or become Frightened until the end of its next turn.
Round 2 — Flurry of Pale Limbs: The creature thrashes. It makes a Grasping Face-Hands attack against every target within 5 feet of it; any target hit is pushed 10 feet away and knocked Prone.
Round 3 — Antler Discharge: Pale radiance bursts from the antler cracks in a 30-foot cone. Each creature in the area must make a DC 13 Dexterity saving throw, taking 18 (4d8) radiant damage on a failure, or half as much on a success.
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