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.
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.
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