Elk

Large animal
Challenge

STR
3
DEX
0
CON
1
INT
−4
WIS
0
CHA
−2

13
2d10+2
12
Fort
+2
Ref
+2
Will
−1

Speed 10 m.
Skills Athletics +4 (15), Brawn +4 (15), Perception +1 (12)

Maneuvers. The elk uses maneuvers (maneuver save Difficulty 13). It has 1 stamina die which is a d8 and regains its stamina die when it finishes a short or long rest. It knows the following maneuvers:

1 stamina die: charge, knockback, spring attack, sprint, trampling charge

Actions (1)

Ram. Melee Weapon Attack: +4 to hit. Hit: 6 (1d6 + 3) bludgeoning damage.

Hooves. Melee Weapon Attack: +4 to hit., one prone creature. Hit: 8 (2d4 + 3) bludgeoning damage.

Forest, Grassland, Hillsrd

Maneuvers

As an action, make a melee weapon attack against a creature after you move at least 3 meters straight toward it.

On a hit, add the stamina die to the attack’s damage and if the creature is your size or smaller, the creature must succeed on a Reflex saving throw or you can push it 2 meters away from you and knock it prone.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage, target a creature of a larger size, and push the creature an additional 1 meter for each additional stamina die expended.

As an action, make a weapon attack to knock the creature back.

On a hit, add the stamina die to the attack’s damage and if the creature is your size or smaller, it must succeed on a Reflex saving throw or you push it 4 meters away from you.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage, push the creature an additional meter, and target a creature of a larger size for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can use the Dash action twice. You also have advantage on Athletics checks to jump.

As an action, you can use the Dash action. If you use a Brawn check to Overrun a creature during this movement and your check passes the creature’s passive Brawn or Nimbleness (if it chooses to avoid you), it takes bludgeoning damage equal to the stamina die and is knocked prone. If you fail to Overrun by 4 or less, the creature takes half as much bludgeoning damage, but isn’t knocked prone.

Enhance

You can increase the damage for each additional stamina die expended.