You utilise the blood of mighty elks, pouring it in specific sigils along the still warm body of a dead elk (entire or part, although if parts are used it must be from different elk), all in order to enchant its body. From each dead elk you can collect up to one pint of elk blood, which will provide 1hp to your monstrous creation's maximum health pool. Naturally, the dead elk will grow in size and take on the form of a Great Elk with its abilities depending on the level it is cast at. The exact appearance will vary based on the local culture from which the dead elk came from (apparently this gives a different taste to the leaves in the area). See the table below for the exact details. The enchanted elk will become active under a condition set by the caster during the process.
However, if you wish to, you can attempt to force the enchantment to be drawn from a different culture. Roll a d20, if the culture is a neighbour then the DC is 10, if the culture is two regions away as the crow flies then the DC is 15 and any higher puts the DC at 20. In the case of a success, the desired culture is manifested in the enchanted elk. On a failure the blood covering the elk ignites causing dark red blazing lines to cross its body as this infernal casting is rejected. The result? A demonic elemental enchanted elk with no master and a very strong gurdge against the world.
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Regular culture |
Appearance (Basic) |
Additional abilities (besides Great Elk) |
Elemental |
Appearance |
Additional abilities (besides Cultural) |
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Valkesia |
It takes on a slightly blueish tint with globulous glowing eyes and bright coloured vine-like designs along its sides. |
Level 3+ (Mobile warband): As a reaction, the elk creates an illusory elk and both move up to half its movement without causing an attack of opportunity for one opponent |
Selkie (water) |
It gains a fish-like tail instead of back legs but its face looks like a long but visibly human one. It has hooked horns. |
Basic: Amphibious, 30ft swimming |
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Kraveik |
Its fur becomes a russet reddish tinge and strangely, it appears already bridled in painted gold leathers. |
Level 3+ (Backstop): The elk provides a healing warmth within 10ft of it, regenerating 2 hit points for nearby allies at the start of each of its turns |
Beelzebelk (fire) |
Fire runs down its back and it stands up on its back legs. Its horns become particularly long and its fur is jet black. |
Basic: Fire resistance |
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Rynsysia |
The elk seems to weigh barely a feather and almost floats off the ground. It becomes paler and small scales like ice crystals gather around its eyes and mouth. |
Level 3+ (Knowledge of the Ages): The elk grants one skill, weapon, language or tool proficiency to all those touching them (one choice a day) |
Draelke (air) |
This elk is thin and shorter than the others, often almost skeletal and very pale with swirling horns. When it jumps flaps of skin similar to a bat's sprouts from its sides and runs along its legs to form four great wings. It's tail is also longer and forked. |
Basic: No fall damage |
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Khizdus |
It's fur takes on a metallic reflection and it feels hard to the touch, with strange wires running down from its head. |
Level 3+ (Metalcraft): Anyone touching the elk, ally or not, will gain a +2 to AC if wearing primarily metal armour |
Ylkir (earth) |
It grows larger than even a giant elk, brushing the tops of the trees. Its fur is torn and ragged like a rocky mountainside and appears in patchwork form tied with vines and autumnal leaves. |
Basic: Stealth advantage in mountainous or forest regions |
* - (Non-magical, nature-born elk blood)
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