- Beshaba’s Misfortune. Once a day, and only outside of combat, the Black Stag can curse a creature of its choice: the natural world working against it: roots randomly rise up to trip the creature when it walks past a tree (5% chance per mile traveled in forested terrain), animals are more reluctant to obey {disadvantage on Wisdom (Animal Handling) checks}, and the wind seems to always be blowing in the least favorable direction for the creature (scattering papers, sending the creature’s scent in the direction of a creature tracking it, etc.). This curse lasts for a week, or until it is lifted by a remove curse spell, or after the cursed creature completes a task of penance for the deity or its temple. Black Stag can easily track creatures who are currently cursed this way.
- Forest Runner. Difficult terrain doesn’t slow the Black Stag’s travel while in a forest.
- Running Leap. With a 10-foot running start, the Black Stag can long jump up to 25 feet.
Innate Spellcasting: The Black Stag's innate spellcasting ability is Intelligence (spell save DC 14). It can innately cast the following spells, requiring no material components:
- Disguise Self: 1st level illusion spell
Casting Time: at will
Range: Self
Target: Self
Components: V S
Duration: 1 hour
- Multiattack. The Black Stag makes one gore attack and one hooves attack.
- Gore. Melee Weapon Attack: [roll]1d20+5[/roll] to hit, reach 5 ft., one target. Hit: [roll]1d8+3[/roll] piercing damage.
- Hooves. Melee Weapon Attack: [roll]1d20+5[/roll] to hit, reach 5 ft. one creature. Hit: [roll]2d6+3[/roll] bludgeoning damage.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Stags are celestial beings, sent by the some gods to the Material Plane to provide guidance to mortal heroes. Their appearance is said to be an indication that great events are in the offing, and those who are privileged enough to see one of these creatures will have an important part to play.
Divine Messengers. When the pious die and their spirits journey to the Outer Planes, some are accorded the honor of spending a year and a day serving the gods as a stag before moving on to enjoy the afterlife.
Rarely, a deity will dispatch a celestial creature to the Material Plane when it wants to send a group of mortals on a divine quest, or it needs to give them a nudge in the right direction. Each creature comes with unique characteristics of the god its serves.
Beshaba chooses the Black Stag as her Divine Messenger. They are feared by many common folk and royalty, as chaos and misfortune tends to follow the image of the massive black antlers. This is the origin of Beshaba’s crest
Forest Chase. The black stag will appears some distance away in a forest or deep wood. Surrounded by a nimbus of golden light to hide it’s dark appearance, it is clearly an otherworldly creature. The stag will look directly at a group of travelers, but if approached, it will turn and sprint off through the trees. If chased, the stag will lead its pursuers through a number of obstacles in the forest before eventually coming to a halt at a spot that has may have some bearing on the travelers’ quest or may lead to a misfortunate accident. If the travelers are able to keep the stag in sight or to follow its tracks, they are likely to find a dangerous monster or series of traps when the creature stops running.
Dying Curse. A stag always runs when attacked. If cornered, it defends itself to the best of its ability. Killing a stag angers the gods who created it. When the stag dies, its body vanishes in a puff of smoke, and the one who slew the creature is subject to a curse that can only be removed with magic or by performing a quest on behalf of the gods- sometimes both.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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