Size:
Large
Type:
Animal
Form:
ungulate
Temper:
neutral
# App:
1
Lair:
none
Diet:
Combat Dice: 0
Hit Points: 0
Attack Rank: 0
Passive Defense: 0
Active Defense:
Damage Reduction: 0
Role: soldier
Ground:
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:

Actions/Abilities/Traits:
(D&D 5e)
Actions/Abilities/Traits: (D&D 5e)
Action
Hooves
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 23 (4d8 + 5) bludgeoning damage.
Action
Ram
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.
Reaction
Kick
Melee Weapon Attack: +7 to hit, reach 5 ft., one target who moves within 5 ft. Hit: 14 (2d8 + 5) bludgeoning damage.
Special
Charge
If the moose moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the moose can make one attack with its hooves as a bonus action.

Actions/Abilities/Traits:
(OSR)
Actions/Abilities/Traits: (OSR)
Special
z
Powerful Charge When you make a charge, your attack deals an extra 2d6 damage in addition to the normal benefits and hazards of a charge.
Action
butt
1 * butt (1d8)
Special
Stampede
Herds of 20 or more can trample those in their path. 3-in-4 chance each round. +4 to hit human-sized or smaller creatures. 1d20 damage.
Special
Males
In groups of 3 or more, only 1-in-4 are males. These have 1d4 extra hit points and protect the herd.
Special
Females and young
Flee from danger. Females do not have a butt attack. Young have half normal hit points.
Special
Stampede
See main entry.

Actions/Abilities/Traits:
(Pathfinder 2e)
Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Cold Adaptation
The moose reduces the effects it suffers from cold environments by one step.
Ability
Kick Back
2 circumstance penalty to the attack roll. If it hits, it deals an extra 1d8 bludgeoning damage. This counts as two attacks when calculating the moose's multiple attack penalty.
Ability
Thundering Charge
The moose Strides twice and then makes an antler Strike. A Medium or smaller creature damaged by this attack must succeed at a DC 18 Fortitude save or be stunned 1.
Ability
Trample
Medium or smaller, hoof, DC 20
Offense
Melee
Circumstance: combat round (melee)
antler +12 [+7/+2], Damage 1d10+7 piercing
Trait
Animal
An animal is a creature with a relatively low intelligence. It typically doesn't have an Intelligence ability modifier over -4, can't speak languages, and can't be trained in Intelligence-based skills.
Perception
low-light vision
scent (imprecise) 60 feet
The two-toed horned moose stands almost 7 feet at the shoulder, with majestic antlers towering over its already enormous form. A single protruding horn juts from above its steaming nostrils.
The two-toed horned moose is a solitary creature, who inhabits forested woodlands and plains. They are strict herbivores, eating both grasses and shoots of new growth trees, but also aquatic plants. The moose only gather in numbers during mating season, where bull moose fight for mating privileges. In contrast, female moose often keep their calves nearby until at least their first year, and sometimes longer.
Although the two-toed horned moose is an herbivore, its massive size combined with its horn and antlers mean that, when angered, it makes for a terrifying experience. When roused, the two-toed horned moose will lower its head and charge, crashing and piercing with its antlers and bludgeoning with its spade-like horn. The moose is not usually aggressive, save when confronted by intrusive humanoids or canine creatures.
At these times, the moose will more often than not charge, as canine creatures are one of the moose's natural predators.
5e SRD
Wild animals that live in large, grazing herds. The exact type depends on the terrain.
OSE