Trample. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 8 (2d4+3) bludgeoning damage. May only be used against prone targets.

Duck, eh! The moose moves its speed in a straight line. All creatures contacted must make a DC 13 Dex save to dive out of the way. On a success, the creature lands 5ft to the side and is prone. On a fail, the creature is knocked prone and the moose makes a free Trample attack against them with Advantage. Alternately, the creature may attempt a free Grapple check against the moose. On a success, the moose is halted and is Grappled. On a fail, the moose continues with the action, the creature is knocked prone and the moose may make a free Trample attack and a free Antlers attack.

Deinonychus Medium beast, true neutral Armor Class 13

13 Hit Points 20 (3d8+6)

20 (3d8+6) Speed 50ft. STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 14 (+2) 5 (-3) 12 (+1) 12 (+1) Skills Perception +3, Stealth +5, Athletics +4, Acrobatics +5

Perception +3, Stealth +5, Athletics +4, Acrobatics +5 Senses passive Perception 13, darkvision 60ft

passive Perception 13, darkvision 60ft Languages -

- Challenge 1/4 (50XP) Stealthy The deinonychus may Hide as a Bonus action.

Mimicry Can mimic heard sounds, including voices. DC 13 Wisdom save to recognize the sounds as mimicry.

Actions Pinning Leap The deinonychus targets one creature within 15ft. The target must make a DC 13 Str save. On a fail, the target is knocked prone and restrained and the deinonychus is moved into their space and may make a Bite attack as a Bonus action. On a success, the deinonychus is placed adjacent to the target and its turn ends.

Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 4 (1d4+2) bludgeoning damage. May only be used against prone targets. Slash. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6+2) piercing damage. The deinonychus may Disengage as a Bonus action.

Reactions Challenge If the deinonychus has a creature restrained via a Pinning Leap and any other creature (including other deinonychus) approaches to within 10ft, the deinonychus may make a threat display. The target must make a DC 13 Wisdom save or be Frightened of the deinonychus until the end of their next turn. Creatures a size or more larger than the deinonychus have Advantage on this save.

Juvenile Deinonychus Small beast, true neutral Armor Class 13

13 Hit Points 16 (3d6+3)

16 (3d6+3) Speed 50ft. STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 12 (+1) 5 (-3) 12 (+1) 12 (+1) Skills Perception +3, Stealth +4, Athletics +3, Acrobatics +4

Perception +3, Stealth +4, Athletics +3, Acrobatics +4 Senses passive Perception 13, darkvision 60ft

passive Perception 13, darkvision 60ft Languages -

- Challenge 1/8 (25XP) Stealthy The deinonychus may Hide as a Bonus action.

Mimicry Can mimic heard sounds, including voices. DC 13 Wisdom save to recognize the sounds as mimicry.

Actions Pinning Leap The deinonychus targets one creature within 15ft. The target must make a DC 13 Str save. On a fail, the target is knocked prone and restrained and the deinonychus is moved into their space and may make a Bite attack as a Bonus action. On a success, the deinonychus is placed adjacent to the target and its turn ends.

Bite. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 4 (1d4+1) bludgeoning damage. May only be used against prone targets. Slash. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 5 (1d6+1) piercing damage. The deinonychus may Disengage as a Bonus action.