A massive deer like animal, but far to large to be any normal member of the family. Loud, aggressive, and with a grumpy and clearly generally unwelcoming, unpleasant and highly territorial. Though a herbivore, they are not known for being pacifist in nature, being very willing to pick a fight, their massive bulk a weapon all its own. | |
Perception | 1d20+6 |
Skills | Athletics: 1d20+9 , Intimidate: 1d20+9 , Stealth: 1d20+7 , Survival: 1d20+7 |
STR +5 , DEX +3 , CON +4 , INT -4 , WIS +0 , CHA +1 | |
AC | 20 |
Saving Throws | Fort 1d20+10 , Ref 1d20+7 , Will 1d20+4 , Power Save (Strength): 1d20+9 , Logic Save (Intelligence): 1d20-4 Ego Save (Charisma): 1d20+1 |
HP | 50 3d12+25 - Immunities None - Weaknesses None - Resistances Resist (3) Cold |
Speed | 30 feet, 20 foot swim speed. |
Melee | Melee, Antlers: 1d20+9 to hit. 1d10+5 piercing damage. Melee, Hoof: 1d20+9 to hit. 1d8+5 bludgeoning damage. Kick Back: The moose bucks and kicks out with both back feet at -2 to the attack with its Hoof, but if it hits, it deals an extra 1d8. Counts as 2 attacks when calculating Multiple Attack Penalty for any other attacks. 1d20+7 to hit. 2d8+5 bludgeoning damage. Thundering Charge: The moose takes a stride, able to move up to their full movement speed, and makes an antler strike against a target that it ends the move adjacent to. A medium or smaller creature that takes damage from this attack must make a Fortitude Save, DC 19. If critically failed, they are thrown prone by the impact and are Stunned (1) as well as taking critical damage. If failed, they are merely Stunned (1). If successful they are merely forced 5 feet back but keep their footing. If critically successful they manage to stand the impact and suffer no consequences beyond the damage. Trample: The moose moves up to double its speed, able to pass through spaces occupied by creatures of Medium or smaller creatures. Any creatures caught in such a position must attempt ad DC 19 Reflex Save. If critically failed, they suffer damage as if a critical hit and are Stunned (1). If merely failed they suffer full damage and are Prone. If successful they take half damage, and are shoved five feet to the left or right of the moose's trajectory, whichever they choose. If critically successful they take no damage and actually step out of the way to the left or right before the trampling creature bowls over them. |
Special Abilities | Armored Hide (1): Moose are noticeably tough animals, with thick hides compared to other large ungulates of similar size and weight. They have a Natural Armor bonus of +1 to their AC, which is noted and accounted for in this reference sheet. Bulky: Add 1/2 Constitution Modifier to AC as a deflection bonus. Cold Adaptation: Moose reduce effects of natural cold weather effects upon themselves by 1 step. Low-Light Vision: 60 feet Scent: +2 to Perception rolls (including initiative) if their sense of smell could reasonably apply. 30 feet Environmental Familiarity (Cold Forests, Wetlands and Hills): This creature is naturally very comfortable in the cold woodlands, wetlands and hills. They never have any challenge with that terrain in its natural form. It cannot suffer any movement penalties from any natural effects of terrain within these biomes. Swimmer: 20 foot swim speed. Also +2 to any Athletics check involving swimming. |
Note: This animal is available as a mount in the right circumstances. |