Skip to main content

Elk

Large Beast, unaligned

CR 1/4

50 XP

AC: 10
HP: 13 (2d10+2)
Speed: walk 50 ft.
Senses: passive Perception 10
Languages:
STR
16
+3
DEX
10
+0
CON
12
+1
INT
2
-4
WIS
10
+0
CHA
6
-2

Special Abilities

Charge

If the elk moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Actions

Ram

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Hooves

Melee Weapon Attack: +5 to hit, reach 5 ft., one prone creature. Hit: 8 (2d4 + 3) bludgeoning damage.

Quick Reference

Challenge: CR 1/4
Type: Beast
Size: Large
Alignment: unaligned
Best for party of 4 at level 1-2

Running This Encounter

Elk are relatively simple creatures that rely on their speed and charging attacks. Present them as territorial or defensive threats rather than intelligent predators. Use their herd nature to create dynamic encounters where multiple elk react to disturbances together. They work best as environmental hazards or as part of larger wilderness encounters.

Combat Tactics

Elk charge headlong at threats using their horns, preferring direct confrontation over tactical retreat. They will flee if severely wounded, potentially scattering a herd and creating chaotic pursuit opportunities for the party.

Environment & Setting

Elk thrive in grasslands, meadows, and open forests where herds congregate. Encounters work best in natural wilderness settings where the party might stumble upon grazing herds or territorial bulls during mating season.

Related Monsters