Elderhorn
An elderhorn's twelve-foot rack of antlers is heavy enough that the animal turns slowly and cannot enter a wood. No predator takes a healthy adult. Adults die in a bad season or from the weight of their own heads, and settlements build fences from the shed racks that litter the plains.
- Physiology
- Beast
- Size
- Huge
- Speed
- 50 ft.
- Armor class
- 15
- Hit points
- 126 (12d12 + 48)
- Proficiency
- +3
- STR 22 +6 save +6
- DEX 11 +0 save +0
- CON 18 +4 save +7
- INT 3 -4 save -4
- WIS 13 +1 save +1
- CHA 7 -2 save -2
- Skills
- Perception +4
- Passive Perception
- 14
- Languages
- None
Traits
-
Slow Turning
The elderhorn cannot enter forest or any space narrower than 15 feet, and has disadvantage on Dexterity saves.
-
Charge
If the elderhorn moves at least 30 feet straight toward a creature and hits it with a gore attack, the target takes an extra 4d8 damage and makes a DC 17 Strength save or is knocked Prone.
Actions
-
Multiattack
The elderhorn makes one gore attack and one stamp attack.
-
Gore
+9 to hit · reach 15 ft.
3d8 + 6 piercing damage
-
Stamp
+9 to hit · reach 5 ft.
2d10 + 6 bludgeoning damage
-
Antler Sweep
Each creature within 15 feet in a half circle makes a DC 17 Strength save, taking 3d10 bludgeoning damage and being pushed 20 feet on a failure, or half as much and no push on a success.