Abilities:
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 Large or smaller creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
If the elk ends its turn standing on a prone creature, the creature is also grappled, and remains prone until it succeds a DC 15 Athletics or Acrobatics check to escape.
Ram. Melee Weapon Attack. +5 to hit.
Hit. 7 (1d6+3) bludgeoning damage.
Hooves. Melee Attack. +5 to hit one prone creature.
Hit. 8 (2d4+3) bludgeoning damage.
Abilities:
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 Large or smaller creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
If the elk ends its turn standing on a prone creature, the creature is also grappled, and remains prone until it succeds a DC 16 Athletics or Acrobatics check to escape.
Horned Defense. The Elk can use its reaction to add +2 to it's AC vs a single melee attack.
Ram. Melee Weapon Attack. +6 to hit.
Hit. 8 (1d6+4) bludgeoning damage.
Hooves. Melee Attack. +6 to hit one prone creature.
Hit. 9 (2d4+4) bludgeoning damage.
Abilities:
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 11 (3d6) damage.
If the target is a Large or smaller creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
If the elk ends its turn standing on a prone creature, the creature is also grappled, and remains prone until it succeds a DC 16 Athletics or Acrobatics check to escape.
Horned Defense. The Elk can use its reaction to add +2 to it's AC vs a single melee attack.
Animal Mobility. The Elk can dash or disengage as a Bonus Action, and is not affected by non-magical difficult terrain.
Ram. Melee Weapon Attack. +6 to hit.
Hit. 11 (2d6+4) bludgeoning damage.
Hooves. Melee Attack. +6 to hit one prone creature.
Hit. 12 (3d4+4) bludgeoning damage.
Abilities:
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 11 (3d6) damage.
If the target is a Large or smaller creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
If the elk ends its turn standing on a prone creature, the creature is also grappled, and remains prone until it succeds a DC 16 Athletics or Acrobatics check to escape.
2x Multiattack. The Elk makes 2 attacks. Only one may be with its hooves.
Ram. Melee Weapon Attack. +6 to hit.
Hit. 8 (1d6+4) bludgeoning damage.
Hooves. Melee Attack. +6 to hit one prone creature.
Hit. 15 (3d6+4) bludgeoning damage.
Abilities:
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 14 (4d6) damage.
If the target is a Large or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
If the elk ends its turn standing on a prone creature, the creature is also grappled, and remains prone until it succeds a DC 17 Athletics or Acrobatics check to escape.
Horned Defense. The Elk can use its reaction to add +2 to it's AC vs a single melee attack.
2x Multiattack. The Elk makes 2 attacks. Only one may be with its hooves.
Ram. Melee Weapon Attack. +7 to hit.
Hit. 12 (2d6+5) bludgeoning damage.
Hooves. Melee Attack. +7 to hit one prone creature.
Hit. 19 (4d6+5) bludgeoning damage.
Abilities:
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 18 (5d6) damage.
If the target is a Large or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
If the elk ends its turn standing on a prone creature, the creature is also grappled, and remains prone until it succeds a DC 17 Athletics or Acrobatics check to escape.
Horned Defense. The Elk can use its reaction to add +2 to it's AC vs a single melee attack.
2x Multiattack. The Elk makes 2 attacks. Only one may be with its hooves.
Ram. Melee Weapon Attack. +7 to hit.
Hit. 16 (3d6+5) bludgeoning damage.
Hooves. Melee Attack. +7 to hit one prone creature.
Hit. 23 (5d6+5) bludgeoning damage.
Abilities:
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 14 (4d6) damage.
If the target is a Large or smaller creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.
If the elk ends its turn standing on a prone creature, the creature is also grappled, and remains prone until it succeds a DC 19 Athletics or Acrobatics check to escape.
2x Multiattack. The Elk makes 2 attacks. Only one may be with its hooves.
Ram. Melee Weapon Attack. +9 to hit.
Hit. 13 (2d6+6) bludgeoning damage.
Hooves. Melee Attack. +9 to hit one prone creature.
Hit. 20 (4d6+6) bludgeoning damage.
Abilities:
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 21 (6d6) damage.
If the target is a Large or smaller creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.
If the elk ends its turn standing on a prone creature, the creature is also grappled, and remains prone until it succeds a DC 19 Athletics or Acrobatics check to escape.
Horned Defense. The Elk can use its reaction to add +3 to it's AC vs a single melee attack.
Animal Mobility. The Elk can dash or disengage as a Bonus Action, and is not affected by non-magical difficult terrain.
2x Multiattack. The Elk makes 2 attacks. Only one may be with its hooves.
Ram. Melee Weapon Attack. +9 to hit.
Hit. 20 (4d6+6) bludgeoning damage.
Hooves. Melee Attack. +9 to hit one prone creature.
Hit. 33 (6d8+6) bludgeoning damage.
Abilities:
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 18 (5d6) damage.
If the target is a Large or smaller creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.
If the elk ends its turn standing on a prone creature, the creature is also grappled, and remains prone until it succeds a DC 19 Athletics or Acrobatics check to escape.
Horned Defense. The Elk can use its reaction to add +3 to it's AC vs a single melee attack.
2x Multiattack. The Elk makes 2 attacks. Only one may be with its hooves.
Ram. Melee Weapon Attack. +9 to hit.
Hit. 17 (3d6+6) bludgeoning damage.
Hooves. Melee Attack. +9 to hit one prone creature.
Hit. 29 (5d8+6) bludgeoning damage.
Abilities:
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 18 (5d6) damage.
If the target is a Large or smaller creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.
If the elk ends its turn standing on a prone creature, the creature is also grappled, and remains prone until it succeds a DC 20 Athletics or Acrobatics check to escape.
Horned Defense. The Elk can use its reaction to add +3 to it's AC vs a single melee attack.
2x Multiattack. The Elk makes 2 attacks. Only one may be with its hooves.
Ram. Melee Weapon Attack. +10 to hit.
Hit. 18 (3d6+7) bludgeoning damage.
Hooves. Melee Attack. +10 to hit one prone creature.
Hit. 30 (5d8+7) bludgeoning damage.
Abilities:
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 14 (4d6) damage.
If the target is a Large or smaller creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.
If the elk ends its turn standing on a prone creature, the creature is also grappled, and remains prone until it succeds a DC 20 Athletics or Acrobatics check to escape.
Grappler. Hooves attacks made vs grappled creatures are made with advantage.
3x Multiattack. The Elk makes 3 attacks. Only one may be with its hooves.
Ram. Melee Weapon Attack. +10 to hit.
Hit. 11 (1d6+7) bludgeoning damage and the creature must make a DC 18 STR save or be knocked prone .
Hooves. Melee Attack. +10 to hit one prone creature.
Hit. 25 (4d8+7) bludgeoning damage.
Abilities:
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 18 (5d6) damage.
If the target is a Large or smaller creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.
If the elk ends its turn standing on a prone creature, the creature is also grappled, and remains prone until it succeds a DC 20 Athletics or Acrobatics check to escape.
Grappler. Hooves attacks made vs grappled creatures are made with advantage.
3x Multiattack. The Elk makes 3 attacks. Only one may be with its hooves.
Ram. Melee Weapon Attack. +10 to hit.
Hit. 14 (2d6+7) bludgeoning damage.
Hooves. Melee Attack. +10 to hit one prone creature.
Hit. 35 (5d10+7) bludgeoning damage.
Abilities:
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 21 (6d6) damage.
If the target is a Large or smaller creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.
If the elk ends its turn standing on a prone creature, the creature is also grappled, and remains prone until it succeds a DC 20 Athletics or Acrobatics check to escape.
Grappler. Hooves attacks made vs grappled creatures are made with advantage.
3x Multiattack. The Elk makes 3 attacks. Only one may be with its hooves.
Ram. Melee Weapon Attack. +10 to hit.
Hit. 18 (3d6+7) bludgeoning damage.
Hooves. Melee Attack. +10 to hit one prone creature.
Hit. 40 (6d10+7) bludgeoning damage.
Abilities:
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 21 (6d6) damage.
If the target is a Large or smaller creature, it must succeed on a DC 19 Strength saving throw or be knocked prone.
If the elk ends its turn standing on a prone creature, the creature is also grappled, and remains prone until it succeds a DC 21 Athletics or Acrobatics check to escape.
Grappler. Hooves attacks made vs grappled creatures are made with advantage.
3x Multiattack. The Elk makes 3 attacks. Only one may be with its hooves.
Ram. Melee Weapon Attack. +11 to hit.
Hit. 18 (3d6+7) bludgeoning damage.
Hooves. Melee Attack. +11 to hit one prone creature.
Hit. 40 (6d10+7) bludgeoning damage.
Abilities:
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 25 (7d6) damage.
If the target is a Large or smaller creature, it must succeed on a DC 19 Strength saving throw or be knocked prone.
If the elk ends its turn standing on a prone creature, the creature is also grappled, and remains prone until it succeds a DC 21 Athletics or Acrobatics check to escape.
3x Multiattack. The Elk makes 3 attacks. Only one may be with its hooves.
Ram. Melee Weapon Attack. +11 to hit.
Hit. 21 (4d6+7) bludgeoning damage.
Hooves. Melee Attack. +11 to hit one prone creature.
Hit. 46 (7d10+7) bludgeoning damage.
Abilities:
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 25 (7d6) damage.
If the target is a Large or smaller creature, it must succeed on a DC 19 Strength saving throw or be knocked prone.
If the elk ends its turn standing on a prone creature, the creature is also grappled, and remains prone until it succeds a DC 21 Athletics or Acrobatics check to escape.
3x Multiattack. The Elk makes 3 attacks. Only one may be with its hooves.
Ram. Melee Weapon Attack. +11 to hit.
Hit. 21 (4d6+7) bludgeoning damage.
Hooves. Melee Attack. +11 to hit one prone creature.
Hit. 46 (7d10+7) bludgeoning damage.
Abilities:
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 25 (7d6) damage.
If the target is a Large or smaller creature, it must succeed on a DC 19 Strength saving throw or be knocked prone.
If the elk ends its turn standing on a prone creature, the creature is also grappled, and remains prone until it succeds a DC 21 Athletics or Acrobatics check to escape.
Grappler. Hooves attacks made vs grappled creatures are made with advantage.
3x Multiattack. The Elk makes 3 attacks. Only one may be with its hooves.
Ram. Melee Weapon Attack. +11 to hit.
Hit. 21 (4d6+7) bludgeoning damage.
Hooves. Melee Attack. +11 to hit one prone creature.
Hit. 53 (7d12+7) bludgeoning damage.
Abilities:
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 28 (8d6) damage.
If the target is a Large or smaller creature, it must succeed on a DC 19 Strength saving throw or be knocked prone.
If the elk ends its turn standing on a prone creature, the creature is also grappled, and remains prone until it succeds a DC 21 Athletics or Acrobatics check to escape.
Grappler. Hooves attacks made vs grappled creatures are made with advantage.
3x Multiattack. The Elk makes 3 attacks. Only one may be with its hooves.
Ram. Melee Weapon Attack. +11 to hit.
Hit. 25 (5d6+7) bludgeoning damage.
Hooves. Melee Attack. +11 to hit one prone creature.
Hit. 59 (8d12+7) bludgeoning damage.
Abilities:
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 21 (6d6) damage.
If the target is a Large or smaller creature, it must succeed on a DC 19 Strength saving throw or be knocked prone.
If the elk ends its turn standing on a prone creature, the creature is also grappled, and remains prone until it succeds a DC 21 Athletics or Acrobatics check to escape.
Grappler. Hooves attacks made vs grappled creatures are made with advantage.
3x Multiattack. The Elk makes 3 attacks. Only one may be with its hooves.
Ram. Melee Weapon Attack. +11 to hit.
Hit. 18 (3d6+7) bludgeoning damage and the creature must make a DC 19 STR save or be knocked prone .
Hooves. Melee Attack. +11 to hit one prone creature.
Hit. 46 (6d12+7) bludgeoning damage.
Abilities:
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 28 (8d6) damage.
If the target is a Large or smaller creature, it must succeed on a DC 19 Strength saving throw or be knocked prone.
If the elk ends its turn standing on a prone creature, the creature is also grappled, and remains prone until it succeds a DC 21 Athletics or Acrobatics check to escape.
4x Multiattack. The Elk makes 4 attacks. Only one may be with its hooves.
Ram. Melee Weapon Attack. +11 to hit.
Hit. 21 (4d6+7) bludgeoning damage.
Hooves. Melee Attack. +11 to hit one prone creature.
Hit. 59 (8d12+7) bludgeoning damage.
Abilities:
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 28 (8d6) damage.
If the target is a Large or smaller creature, it must succeed on a DC 19 Strength saving throw or be knocked prone.
If the elk ends its turn standing on a prone creature, the creature is also grappled, and remains prone until it succeds a DC 21 Athletics or Acrobatics check to escape.
Grappler. Hooves attacks made vs grappled creatures are made with advantage.
4x Multiattack. The Elk makes 4 attacks. Only one may be with its hooves.
Ram. Melee Weapon Attack. +11 to hit.
Hit. 21 (4d6+7) bludgeoning damage and the creature must make a DC 19 STR save or be knocked prone .
Hooves. Melee Attack. +11 to hit one prone creature.
Hit. 59 (8d12+7) bludgeoning damage.
Abilities:
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 25 (7d6) damage.
If the target is a Large or smaller creature, it must succeed on a DC 19 Strength saving throw or be knocked prone.
If the elk ends its turn standing on a prone creature, the creature is also grappled, and remains prone until it succeds a DC 21 Athletics or Acrobatics check to escape.
Grappler. Hooves attacks made vs grappled creatures are made with advantage.
4x Multiattack. The Elk makes 4 attacks. Only one may be with its hooves.
Ram. Melee Weapon Attack. +11 to hit.
Hit. 18 (3d6+7) bludgeoning damage and the creature must make a DC 19 STR save or be knocked prone .
Hooves. Melee Attack. +11 to hit one prone creature.
Hit. 53 (7d12+7) bludgeoning damage.