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Moose

Moose CR: 3 (700 XP)

Large beast, unaligned
Armor Class: 13 (natural armor)
Hit Points: 68 (8D10 +24)
Speed: 40 ft , swim: 20 ft

STR

21 +5

DEX

10 +0

CON

17 +3

INT

2 -4

WIS

10 +0

CHA

6 -2

Saving Throws: Strength +7, Constitution +5
Skills: Athletics +7, Perception +2
Senses: passive Perception 12
Challenge Rating: 3 (700 XP)

Siege Monster. The moose can deal double damage to buildings and structures.   Reckless. At the start of its turn, the moose can choose to have advantage on its attack rolls. Attacks against it have advantage until the start of its next turn   Aggressive. The moose can use its bonus action to move up to its movement speed towards a hostile creature it can see.   Battering Ram. If the moose moves at least 20ft. straight towards a creature and then hits it with a ram on the same turn, the target takes an additional 13(2d12) damage. When it uses this feature, the moose can make one ram attack attack against each creature in its path.   Relentless. If the moose is reduced to 0 hitpoints, it can make a DC 10 Constitution saving throw. If it succeeds, it drops to 1 hitpoint instead. Each time it uses this feature after the first, the DC increases by 5. The DC resets to 10 after a short or long rest.   Dauntless. The moose has advantage on saving throws against being frightened. Upon succeeding its saving throw, it is immune to being frightened by that creature for the next 24 hours.   Stubborn. The moose has advantage on saving throws against being charmed. Upon succeeding its saving throw, it is immune to being charmed by that creature for the next 24 hours.

Actions

Ram. Melee Weapon Attack, +7 to hit , 5ft., one target. Hit: 18 (2d12+5) bludgeoning damage. If the target is a creature, it must succeed a DC 15 Strength saving throw or be knocked prone. The moose can make another ram attack a bonus action against a prone creature.


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