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Adversary overview

A powerful mountain of a moose with massive antlers, a long tail, and bone scales down its forehead and nose.

As a Tier 2 Bruiser, the dire moose is not intended to be a creature that a Tier 1 PC can successfully defeat in combat. Instead, it’s meant to be used as a complication or even an opportunity for a PC with the right abilities: something to escape, to calm, to seek assistance from, or to use as a distraction.

This adversary is from the Midnight Ride of the Have Mercy adventure frame by Almost Bedtime Theater.

Stat block

Tier
2
Type
Bruiser
Difficulty
13
HP
8
Stress
4
Attack mod
+3
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
14
Major Damage — Mark 2 HP Major
Mark 2 HP
28
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Hooves
Range: Very Close
Damage: 2d12+3
Attack Mod: +3
Damage Type: Physical

Features

Passives

  • Thick Hide

    When the Dire Moose would be forced to mark HP, you can mark Stress instead.

Actions

  • Brutal Charge
    stress 1

    Mark a Stress to charge a target within Close range. The Dire Moose moves into melee range and makes an attack. On a success, deal 1d20+6 physical damage.

  • Sweeping Antlers

    Make an attack against all targets within Very Close range. Targets the Dire Moose succeeds against take 3d8+3 physical damage and are thrown through the air to Far range.

Reactions

—

Evolutions

—

Motives & tactics

Forage Charge perceived threats

Experiences

  • Ears of the Wild +3

Dire Moose

Tier 2 bruiser

A powerful mountain of a moose with massive antlers, a long tail, and bone scales down its forehead and nose.

Motives & Tactics: Forage, Charge perceived threats

Difficulty: 13 | Thresholds: 14/28 | HP: 8 | Stress: 4

ATK: +3 | Hooves: Very Close | 2d12+3 Physical

Experience: Ears of the Wild +3

HP:

STRESS:

Features

Thick Hide - Passive: When the Dire Moose would be forced to mark HP, you can mark Stress instead.
Brutal Charge - Action: Mark a Stress to charge a target within Close range. The Dire Moose moves into melee range and makes an attack. On a success, deal 1d20+6 physical damage.
Sweeping Antlers - Action: Make an attack against all targets within Very Close range. Targets the Dire Moose succeeds against take 3d8+3 physical damage and are thrown through the air to Far range.

Discussion

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