Large Monstrosity, Chaotic Good
Armor Class 14 (natural armor)
Hit Points 76 (9d10 + 27)
Speed 40 ft.
STR
18 (+4)
DEX
11 (+0)
CON
16 (+3)
INT
6 (-2)
WIS
16 (+3)
CHA
9 (-1)
Skills Perception +5
Damage Resistances Poison
Senses Darkvision 60 ft., Passive Perception 17
Languages Abyssal, Sylvan
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Charge. If the cervinataur moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d10) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.

Hunter Recall. The cervinataur can perfectly understand where it is in a forest.

Speak with Beasts and Plants. The cervinataur can communicate with beasts and plants as if they shared a language.

Truesight. A cervinataur can, out to a specific range, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceive the original form of a shapechanger or a creature that is transformed by magic. Furthermore, they can see into the Ethereal Plane within the same range.

 

Actions

Hunting Bow: Ranged Weapon Attack: +4 to hit, range 100/360 ft., one target. Hit: 7 (2d8 + 3) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 2d6 poison damage on a failed save, or half as much damage on a successful one.

Gore. Unarmed Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.

Spellcasting. The cervinataur is a 2nd-level spellcaster. Its spellcasting ability is Dexterity (spell save DC 14, +5 to hit with spell attacks). Cervinataurs have the following druid spells prepared:

Cantrips (at will): Detect Poison and Disease, Create Bonfire

1st level (3 slots): Entangle, Animal Friendship

2nd level (3 slots): Enhance Ability, Find Traps, Pass without Trace

Description

Their fur stained with the blood of fallen foes, cervinataurs are tall, deer-headed humanoids whose wild, tribal lifestyles often conflict with the fringes of civilized life.

Lair and Lair Actions

Cervinataurs live in large villages of up to a hundred members. They have communal structures within their societies, considering all members part of their clan. A cervinataur living on their own may be on a hunt and would choose a clearing in a forest as a place to set up their camp.

Monster Tags: monstrosity

Habitat: ForestGrasslandHillMountain

Zegisa

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