Awakened White Moose

Icewind Dale: Rime of the Frostmaiden p. 82

Size
Large
Type
beast
Alignment
neutral evil
AC
11 (natural armor)
Hit Points
68 (8d10+24)
Speed
walk 40 ft.
Passive Perception
11
Languages
Druidic
Challenge
3
Lineage
Moose
STR
19
+4
DEX
11
+0
CON
16
+3
INT
10
+0
WIS
12
+1
CHA
6
−2

Traits

Charge

If the moose moves at least 20 feet straight toward a target and then hits it with an antlers attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Sure-Footed

The moose has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Actions

Multiattack

The moose makes two attacks: one with its antlers and one with its hooves.

Antlers

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.

Hooves

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.

Other data

description

A white moose is attacking loggers in the forest near Lonelywood. The town's logging industry is essential to the growth and survival of Ten-Towns, and Speaker Nimsy Huddle has assured the other speakers that Lonelywood's "moose problem" will be dealt with in short order. Hunters have been dispatched to kill the moose, but it has eluded them so far. From what the hunters have seen, their prey is smarter than the average moose, and its white hide makes it hard to spot in the snow. What they don't know is that the moose is using a magic mirror as a scrying device to show it where its enemies are.