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Corrupted Moose

Large beast, neutral evil

Normal Moose: Common in colder, arboreal environments, the moose is a massive herbivore. Compared to deer, they are significantly hairier, with horns that closer resemble plows than tree branches. Very few natural beasts have the power to take one down, and even humanoids tend to have trouble with them._________________ Corrupted Moose: Twisted by unnatural forces, these once-natural creatures now bear the marks of ruin. Their fur is matted with black ichor, their eyes glow with a sickly green or pale violet, and bones pierce through flesh in unnatural angles. Some have fungal growths, others show signs of necrotic decay: open wounds that never bleed, yet never heal. Their movements are jerky, as if puppeted by something beneath the skin.____________________________

Armor Class 14 (Natural Armor)
Hit Points 30 (4d10+8)
Speed 60 ft., swim 40 ft.
STR
20
(+5)
DEX
12
(+1)
CON
16
(+3)
INT
2
(-4)
WIS
12
(+1)
CHA
7
(-2)
Saving Throws Con +5
Damage Resistances Vulnerable to Psychic damage.
Senses Passive Perception 11
Challenge 1 (200 XP)

Nectrotic Absorption. Whenever the Corrupted Moose is subjected to Necrotic damage, it takes no damage and instead regains a number of Hit Points equal to the Necrotic damage dealt.

Corrupted Hide. The skin and fur is leathery, bristling with spikes or dripping with slippery ichor. The Corrupted Moose’s Armor Class had increased by 2.

Not in the Herd. The Corrupted Moose automatically becomes hostile toward any creature except for the Beastmaster or other Corrupted Beasts.

Actions

Gore. Melee Attack: +4, reach 5 ft. Hit: 2d6+4 piercing.

Goring Charge. If the moose moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 2d6 damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Stomp. Melee Attack: +4., Reach 10 ft. Hit: 264+4 bludgeoning.

Reactions

Hit From Behind. If the Corrupted Moose is hit from behind (except sneak attacks), it uses its reaction to kick backward with both legs. Melee Attack: +4, reach 5 ft., 1d8+4 bludgeoning.