Dire Reindeer
Large beast, unaligned
Armor Class 13 (natural armor)
Hit Points 68 (8d10 + 24)
Speed 50 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 12 (+1) | 16 (+3) | 2 (−4) | 12 (+1) | 6 (−2) |
Saving Throws Str +6
Skills Athletics +6, Perception +3
Senses passive Perception 13
Languages —
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits
Sure-Footed.
The dire reindeer has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Keen Smell.
The dire reindeer has advantage on Wisdom (Perception) checks that rely on smell.
Actions
Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 13 (2d8 + 4) piercing damage.
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one prone creature.
Hit: 11 (2d6 + 4) bludgeoning damage.
Charge.
If the dire reindeer moves at least 20 feet straight toward a creature and then hits it with a Gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage and must succeed on a DC 14 Strength saving throw or be knocked prone.
If the target is knocked prone, the dire reindeer may make one Hooves attack against it as a bonus action.
Notes
- The guardians of the North Pole. While they may not be agile to pull the great sleigh of the gift giver himself, the Dire Reindeer are fearsome sight to any who would disturb the area. These massive beasts serve as mount and guardian for the region. Sometimes bearing one or two elves on their back, or ramming their great antlers into foes.
- With their charge attack, they can knock targets prone and follow up with a heavy hoof kick that can cave mortals bodies in. Their mightiest weapons are their antlers, whose enchanted hardness makes them as sharp as spears back by muscle.
- Those Dire Reindeer that serve the Workshop are often decorated with bells. Enemies will dread hearing such a clatter of bells signaling the arrival of a massive, ornery reindeer.
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