Elk

Elk

Large beast, unaligned

¼
Challenge Rating
50 XP

An Elk is a large and majestic creature commonly found in forests and grasslands. It is known for its grace, endurance, and impressive antlers. Elks are often portrayed as wild and untamed creatures, embodying the spirit of the natural world.

Elk stand about 6 to 7 feet tall at the shoulder, have a sleek and muscular body, with a brown or tan coat and a majestic set of antlers, which are primarily used for display and territorial purposes. Elks are herbivores, grazing on grasses, leaves, and other vegetation.

Elks possess great speed and agility, allowing them to swiftly maneuver through wooded areas and open terrain. They are known for their long-distance running and jumping abilities, making them excellent at evading predators or chasing down prey. In combat, Elks can charge with their antlers, dealing piercing damage to their opponents.

Elks are typically depicted as peaceful creatures, preferring to avoid conflicts unless provoked or threatened. They are often associated with nature and may serve as symbols of the wilderness. Druids and rangers, in particular, may have a special affinity for Elk, forming bonds with them or even shapeshifting into their form.

Encountering an Elk in the game world can evoke a sense of tranquility and harmony with nature. They may be seen grazing in a peaceful meadow, or as guardians of sacred groves and ancient forests. In some cases, characters may seek out Elks for their guidance or assistance in navigating the wilderness.

Interacting with an Elk can vary depending on the situation. They may be observed from a distance, admired for their natural beauty and grace. Characters with a connection to nature may attempt to communicate with them or gain their trust. Alternatively, if threatened, an Elk can defend itself with its powerful charge and antlers.

Special Abilities

Charge

If the elk moves at least 20 ft. 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 creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Actions

  • Ram: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
  • Hooves: Melee Weapon Attack: +5 to hit, reach 5 ft., one prone creature. Hit: 8 (2d4 + 3) bludgeoning damage.
Armor Class: 10 (DEX)
Hit Points: 13 (2d10+2)
Speed: 50 ft. (walk)
str
16
+3
dex
10
+0
con
12
+1
int
2
-4
wis
10
+0
cha
6
-2

Senses

  • Passive Perception: 10
Environment: Forest, Grassland, Hill

Credits: SRD 5.1