Sidhe War Moose (3.5e Creature)

From D&D Wiki
Jump to navigation Jump to search


Sidhe War Moose
Size/Type: Large Animal
Hit Dice: 5d8+20 (40 hp)
Initiative: +2
Speed: 60 ft
Armor Class: 16 (–1 size, +2 Dex, +5 natural), touch 11, flat-footed 14
Base Attack/Grapple: +4/+12
Attack: antlers +8 melee (2d6+7)
Full Attack: antlers +8 melee (2d6+7) and 2 hooves +8 melee (1d6+5)
Space/Reach: 10 ft/5 ft
Special Attacks: powerful charge
Special Qualities: low-light vision, scent
Saves: Fort 8, Ref 6, Will 3
Abilities: Str 20, Dex 15, Con 18, Int 2, Wis 15, Cha 6
Skills: Spot +10, Listen +15, Move Sliently +5 (+10 in forests), Hide +5 (+7 in forests)
Feats: Run, Endurence
Environment: Cold Forests
Organization: Domesticated
Challenge Rating: 3
Treasure: None
Alignment: Always Neutral
Advancement:
Level Adjustment:

The Sidhe knights don't use horses but instead they use moose because they are far more dangerous and are more efficient in forests. Sidhe war moose are trained to gore their enemies while their riders impale them with lances or slash at them with swords. They are also trained to attack their enemies with their powerful hooves.

Combat[edit]

Powerful Charge: On a successful charge a sidhe war moose deals double damage.


Back to Main Page3.5e HomebrewCreaturesCR 3