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Large beast · CR 1/4

Elk

Armor Class10
Hit Points13 (2d10+2)
Speed50 ft.
ChallengeCR 1/4 (50 XP)
STR
16
(+3)
DEX
10
(+0)
CON
12
(+1)
INT
2
(-4)
WIS
10
(+0)
CHA
6
(-2)
Sensespassive Perception 10
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.

Running Elk in an encounter

As a CR 1/4 threat worth 50 XP, Elk is a fair challenge for a party of four at a comparable level. With no legendary actions it works best in numbers or paired with support, where its CR 1/4 rating won't be burned down in a single round. Use the XP value with the encounter builder to slot it into a balanced fight.

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