PCs hear crashing noise. This noise is the sound of antlers crunching against each other. Enter in a slightly cooler (from Warm to Moderate [pg. 9, Frostburn]) environment, and they come upon a herd of Megaloceros, 4 of which attack.
Hit Dice: 6d8+18 (49HP, 58HP, 43HP, 38HP)
Initiative: +1 (Last, 13, 6, 20)
Speed: 40 ft. (8 squares)
Armor Class: 14 (–1 size, +1 Dex, +4 natural), touch 10,
Base Attack/Grapple: +4/+13
Attack: Gore +8 melee (1d8+7)
Full Attack: Gore +8 melee (1d8+7)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab, stampede, toss
Special Qualities: Low-light vision, scent
Saves: Fort +8, Ref +6, Will +5
Abilities: Str 20, Dex 12, Con 16, Int 2, Wis 11, Cha 8
Skills: Listen +7, Spot +6
Feats: Alertness, Endurance, Run
Environment: Cold marshes
Organization: Solitary or herd (6–20)
Challenge Rating: 4
Alignment: Always neutral
Advancement: 7–12 HD (Large); 13–18 HD (Huge)
Level Adjustment: —
This large elklike creature has shaggy fur and a huge set of antlers
easily 10 feet across.
The megaloceros is a large, powerful deer, standing up to
7 feet tall at the shoulder with 100-pound antlers span-
ning 12 feet. It favors lakes and bogs, and can be trained
to serve as a mount. The creatures’ enormous antlered
skulls are popular decorations for castles and hunting
lodges. These beasts also serve as powerful totem animals
for neanderthals and snow goblins, who call the animals
“Great Snow Elk.”
Megaloceroses prefer to avoid combat, except during
mating season, when males are extremely aggressive and
territorial, and during the spring calving season, when
female megaloceroses are extremely aggressive in defense
of their young.
Megaloceroses typically charge the most obvious or
brightly colored target, attempting to gore and toss it,
then return to trample and ﬁnish it. When an entire herd
is threatened, the young males sometimes charge two and
three together against a threat.
Improved Grab (Ex): To use this ability, the creature
must hit a Medium or smaller opponent with its gore attack.
If it gets a hold, the megaloceros scoops up the opponent
with its antlers and can toss it aside.
Stampede (Ex): A frightened herd of megaloceroses may
ﬂee as a group in a random direction (but always away from
the perceived source of danger). They literally run over any-
thing of Large or smaller size that gets in their way, dealing
1d12 points of damage for each ﬁve megaloceroses in the
herd (DC 18 Reﬂex save half).
Toss (Ex): A megaloceros can vigorously shake any creature
caught in its horns and ﬂing it in a random direction.
Resolve the toss as a bull rush manoeuvre (+9 check modifier),
except that there is no attack of opportunity, since
the megaloceros has already grabbed
its foe when it tries to toss the victim.
The megaloceros does not need to move
with its foe in order to throw its foe
more than 5 feet. If the tossed victim
beats the megaloceros’s Strength
check, he remains in his current
square with no ill effects and is
not grappled any longer. Tossed
victims take impact damage on
landing as if they had fallen a
distance equal to the distance
they were tossed.
Scent (Ex): A megaloceros can
detect opponents within 30 feet. The exact location is not
revealed unless the creature is within 5 feet.
Training a Megaloceros
Small and Medium humanoids such as Neanderthals, snow
elves, human druids, and gnomes sometimes use mega-
loceroses as mounts; Midgard dwarves use them as pack
animals. Their speed and height are particularly useful for
scouts and reconnaissance of all kinds. Their gait is fast,
jarring, and prone to sudden shifts in direction.
Training a megaloceros requires four weeks and a suc-
cessful DC 20 Handle Animal check. Riding a megaloceros
requires an exotic saddle. A megaloceros can ﬁght while
carrying a rider, but the rider cannot also attack unless he
or she succeeds on a Ride check.
Carrying Capacity: A light load for a megaloceros is
up to 400 pounds; a medium load, 401–800 pounds; and
a heavy load, 801–1,200 pounds. A megaloceros can drag
Initiative: M1, tobey, doug, m3, tim, denzel, m3 m4