• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

d20 stats for moose

I am trying to find and/or make the stats for that legendary animal abberation the moose?

if anybody knows where it is, I would be most grateful.

failing that, what cr would it be and what would it have?
 

log in or register to remove this ad

I don't know of any printed meese, but you could probably do one up by advancing a heavy warhorse a couple of hit dice and adding on a big-ass gore attack.
-blarg

ps - and a bad attitude.
 

I'm pretty sure I saw a Dire Elk somewhere... course I think it was pretty much just a prehistoric Irish Elk. I'm at work right now, so I can't confirm.
 

A Møøse once bit my sister...

No realli! She was Karving her initials øn the møøse with the sharpened end of an interspace tøøthbrush given her by Svenge - her brother-in-law -an Oslo dentist and star of many Norwegian møvies: "The Høt Hands of an Oslo Dentist", "Fillings of Passion", "The Huge Mølars of Horst Nordfink"...

*Gets sacked*

Mynd you, møøse bites Kan be pretty nasti...

*Gets sacked again*
 

Aexalon said:
A Møøse once bit my sister...

No realli! She was Karving her initials øn the møøse with the sharpened end of an interspace tøøthbrush given her by Svenge - her brother-in-law -an Oslo dentist and star of many Norwegian møvies: "The Høt Hands of an Oslo Dentist", "Fillings of Passion", "The Huge Mølars of Horst Nordfink"...

*Gets sacked*

Mynd you, møøse bites Kan be pretty nasti...

*Gets sacked again*


The preceding post just gave me leukemia of the eyes.

I agree with the advanced warhorse + gore although I might be tempted to make them large or give them powerful build.
 

We included deer, moose, and elk in the Revised Bestiary of Krynn, under "Mundane Animals." Here's the moose, specifically:

Moose CR 1
Always N Large animal
Init +1; Senses low-light vision, scent; Listen +5, Spot +5
AC 14, touch 10, flat-footed 13 (+1 Dex, +4 natural, -1 size)
hp 30 (4 HD)
Fort +6, Ref +5, Will +2
Spd 30 ft.
Melee gore +5 (1d8+3) or
Melee 2 hooves +5 each (1d6+3)
Space 10 ft.; Reach 5 ft.
Base Atk +3; Grp +10
Abilities Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Feats Alertness, Endurance(B), Toughness
Skills Listen +5, Spot +5, Survival +8
Environment Cold forest or plain
Organization Solitary, family (2-4) or herd (6-20)
Advancement 5-8 HD (Large); Level Adjustment
Skills A moose has a +4 racial bonus to Survival checks.

Cheers,
Cam
 

Nice! Personally I'd crank their stats up to a base CR of 2 - those things are dangerous. Powerful Charge could be a good ability for them, as well as Improved Natural Attack (gore).
-blarg
 

IamTheTest said:
The preceding post just gave me leukemia of the eyes.
Argh ... Kids these days don't seem to know their classics anymore ...

*Feels old at only 30*

As a side note, ocular leukemia is not a laughing matter. Unlike moose. Or llamas. Or coconuts carried by swallows.
 
Last edited:


Necromancer's Scott Greene (in the Tome of Horrors Revised) statted the mighty moose thusly:

MOOSE
Large Animal
Hit Dice: 5d8+15 (37 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 14 (-1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
Base Attack/Grapple: +3/+11
Attack: Butt +6 melee (1d8+4) or hoof +6 melee (1d6+4)
Full Attack: Butt +6 melee (1d8+4) or 2 hooves +6 melee (1d6+4)
Space/Reach: 10 ft./5 ft.
Special Attack: —
Special Qualities: Low-light vision, scent
Saves: Fort +7, Ref +5, Will +1
Abilities: Str 18, Dex 12, Con 16, Int 2, Wis 11, Cha 6
Skills: Hide +1*, Listen +3, Move Silently +4, Swim +10

Feats: Alertness, Endurance
Environment: Cold and temperate forest, plains, and hills
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 6-7 HD (Large)
Level Adjustment: —

Skills: Moose have a +2 racial bonus on Hide and Move Silently checks and a +4 racial bonus on Swim checks. *In forested areas, the Hide bonus increases to +4.
 

Into the Woods

Remove ads

Top