Charge. If the elk 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 14 Strength saving throw or be knocked prone. Chilling Form. The elk can pass through the space of hostile creatures. Any creature's space it passes through must make a Constitution Saving throw DC 14 or take 2d6 cold damage. This can only happen to a creature once per turn.
Multiattack. The Elk makes one ram and two hooves attacks Ram. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one prone creature. Hit: 22 (4d8 + 4) bludgeoning damage.
Misty Disappearance. When hit with an attack the elk can use its reaction to cast misty step.