Free interactive D&D 5e SRD stat block

Giant Elk

Huge Celestial, CR 2, AC 14, 42 HP. Neutral Good.

Huge Celestial, Neutral Good

AC
14
Initiative
+6 (16)
HP
42 (5d12+10)
Speed
60 ft.
ScoreModSave
STR 19 +4 +6
DEX 18 +4 +6
CON 14 +2 +2
INT 7 -2 -2
WIS 14 +2 +2
CHA 10 +0 +0
Skills
Perception +4
Resistances
Necrotic, Radiant
Senses
Darkvision 90 ft.; Passive Perception 14
Languages
Celestial, understands Common, Elvish, and Sylvan but can't speak them
CR
2 (XP 450; PB +2)

How to run Giant Elk

A giant elk is a numinous escort, not a combat companion. It's a Huge celestial with Neutral Good alignment, 60 ft. of walking speed, and the bearing of a forest god that condescended to walk beside the party for an afternoon. Frame the meeting as a gift: a druid's prayer answered, a sacred spring crossed at the right moment, a dying king's last hunt forgiven. The elk arrives, bows its rack of antlers once, and walks beside the party for the duration of one specific journey.

It speaks Celestial and understands Common, Elvish, and Sylvan, but it cannot reply in those languages. Lean on that. Questions get answered with movement. Stop, turn, look at a particular tree, paw the ground twice. A ranger or druid in the party can interpret, and that interpretation is part of the scene's pleasure. Resistance to Necrotic and Radiant tells you what kind of country it has been walking through, so let it react to undead the way a horse reacts to a snake.

In a fight where the party rides it or follows it into a charge, the elk is a 42-HP mover. AC 14 and no listed actions in this stat block means it is not a melee piece. Use the speed. Charge through a line of cultists to break them up, then carry a wounded PC out of the kill zone at 60 ft. per round. Darkvision 90 ft. lets it lead the party through a black wood without torches. The elk will defend itself by trampling, but if the situation turns into a stand-up fight, the right call is for the elk to bear the wounded clear and return to whatever realm sent it.

Have the elk leave by simply walking into a stand of birches and never coming out the other side. Don't narrate a flash, don't narrate hooves on cloud. The party should look up and notice it is gone.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

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