Giant Elk

Huge animal
Challenge

STR
4
DEX
3
CON
2
INT
−2
WIS
2
CHA
0

42
5d12+10
16
Fort
+3
Ref
+4
Will
+1
Defense note natural armor

Speed 10 m.
Skills Athletics +5 (16), Brawn +5 (16), Perception +3 (14)
Languages Giant Elk, understands Common, Elvish, and Sylvan but can’t speak

Maneuvers. The giant elk uses maneuvers (maneuver save Difficulty 14). It has 5 stamina dice which are d8s, a dice limit of 1, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

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

Actions (1)

Ram. Melee Weapon Attack: +5 to hit, reach 2 m. Hit: 11 (2d6 + 4) bludgeoning damage.

Hooves. Melee Weapon Attack: +5 to hit., one prone creature. Hit: 22 (4d8 + 4) 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.