Charge. If the elk moves at least 20 ft. 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 13 Strength saving throw or be knocked prone.
Actions
Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one prone creature. Hit: 8 (2d4 + 3) bludgeoning damage.
How many elks for a fight?
An elk is worth 50 XP. Using the 2024 encounter budgets (SRD 5.2), this is how many elks fit each difficulty for a party of four characters of the same level. A dash means even one would be over the budget.
Party level
Low
Moderate
High
1st
4
6
8
2nd
8
12
12+
3rd
12
12+
12+
Budgets add up every monster’s XP, so you can swap some for other creatures of the same total. Try other party sizes and mixes in the encounter calculator.
How the elk compares at CR 1/4
Against the 31 other challenge 1/4 monsters in the SRD 5.1, the elk has more hit points than 10 of them, which makes it a little frailer than most at its CR. See every CR 1/4 monster.
Statistic
Elk
CR 1/4 average
Armor Class
10
11.8
Hit points
13
15
Best attack bonus
+5
+4
Elk 2024 stat block
The 2024 Monster Manual revised the elk, and the SRD 5.2 carries the new stat block. What changed:
Hit points: 13 → 11.
Ability scores: CON 12 → 11.
Gone from it: Charge and Hooves.
Armor Class
10
Hit Points
11 (2d10)
Speed
50 ft.
Challenge
1/4 (50 XP)
STR
DEX
CON
INT
WIS
CHA
16 (+3)
10 (+0)
11 (+0)
2 (-4)
10 (+0)
6 (-2)
Senses
darkvision 60 ft., passive Perception 12
Languages
None
Actions
Ram. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage. If the target is a Large or smaller creature and the elk moved 20+ feet straight toward it immediately before the hit, the target takes an extra 3 (1d6) Bludgeoning damage and has the Prone condition.