Giant Elk Of Legend

Nature has a magic all its own. By its mysterious will the world is shaped into a delicate balance that fosters life. When this balance is threatened, nature will call upon mighty defenders; great beasts of tremendous power that far surpasses their normal brethren. These “beasts of legend” are paragons of their kind, gifted with dramatically enhanced strength and size. Any beast, from humble raven to terrifying tyrannosaurus, can become these champions. Each beast of legend is unique, though all are considerably larger than ordinary members of their species. Additionally, certain characteristics of a beast are augmented to aid in protecting the balance. Thicker hides, longer claws, massive muscles, or natural camouflage; all are examples of the kind of augments a beast of legend may possess. Wherever there are wilds there exists the potential for a beast of legend, which the creatures of civilized societies would do well to respect.


GIANT ELK OF LEGEND

Gargantuan Beast, unaligned


Armor Class 20 (natural armor)
Hit Points 217 (15d20 + 60)
Speed 60 ft.

STR DEX CON INT WIS CHA
24 (+7) 20 (+5) 18 (+4) 7 (-1) 17 (+3) 10 (+0)

Saving Throws Con +8, Wis +7
Skills Athletics +11, Perception +11, Survival +7
Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical weapons
Senses passive Perception 21
Languages understands common, Elvish, and Sylvan but can’t speak them
Challenge 11 (7,200 XP)


TRAITS

Awesome Blows. When the elk scores a hit with a natural weapon against a creature that is the same size or smaller, it may push that creature up to 30 feet away from it in a straight line.

Charge. If the elk moves at least 20 ft. in a straight line towards a target and then hits it with a ram attack on the same turn, the target takes an extra 17 (5d6) damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone.

King of the Jungle. If the elk is slain, it magically returns to life with all its hit points within 1d4+1 days somewhere in its natural habitat. This effect is prevented if the elk is slain outside of its natural habitat or its habitat is destroyed while it is dead.

Legendary Resistance (3/day). When the elk fails a saving throw, it can choose to succeed instead.


ACTIONS

Ram. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 24 (5d6+ 7) bludgeoning damage.

Hooves. Melee Weapon Attack: +11 to hit, reach 5 ft., one prone creature. Hit: 38 (7d8 + 7) bludgeoning damage.


LEGENDARY ACTIONS

The elk can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The elk regains spent legendary actions at the start of its turn.

Brace. The next time the elk would take damage before the start of its next turn, it instead takes half damage.

Ferocity. The elk moves up to its speed or jumps a distance up to half its speed. The elk then makes a single attack.

Keen Sight. The elk makes a Wisdom (Perception) check. Until the end of their next turn, each creature the elk detects with this ability check has disadvantage on the next attack roll against the elk.


Ref: TPKB1 p52