Medium Humanoid, Any Alignment
Armor Class 14
Hit Points 37 (7d8 + 4)
Speed 30 ft., Fly 15 ft.
STR
10 (+0)
DEX
18 (+4)
CON
12 (+1)
INT
12 (+1)
WIS
15 (+2)
CHA
14 (+2)
Skills Perception +2
Damage Immunities Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Condition Immunities Blinded
Senses Darkvision 60 ft., Truesight 120 ft., Passive Perception 12
Languages Common, Sylvan
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Shapechanger. The weredeer can use its action to polymorph into a deer-humanoid hybrid or into a deer, or back into its true form, which is a small workshop elf. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. 

Keen Hearing and Smell. The weredeer has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The weredeer have advantage on an attack rolls against a creature if at least one of the weredeers' allies are within 5 feet of the creature and the ally isn't incapacitated.

Pack LoyaltyThe weredeer all permanently revert to their humanoid forms if their alpha is killed.

Santa's Favorite. As Santa's favorite, Rudolph has some small spell casting ability in any form. Rudolph's spellcasting ability is Wisdom (spell save DC 15, +5 to hit will spell attacks). Rudolph can cast the following spells requiring no material components.

1/day: Blindness/Deafness, Darkness, Fog Cloud 

Actions

Multiattack (Deer or Hybrid Form Only). The weredeer makes two attacks, only one of which can be a bite. 

Gore (Deer or Hybrid Form Only). Melee Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. 

Bite (Deer or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 4) piercing damage.  If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with weredeer lycanthropy. 

Shortbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Radiant Nose(Recharge 5–6). Rudolph fires a beam of red light in a 60 ft. line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one. If the creature fails the DC by more than 5 they become blinded until the start of Rudolph's next turn.

Legendary Actions

Fawnstep (Costs 1 Actions). Once per long rest, a weredeer may invoke their respective god and become invisible for one hour. This ability ignores the no attacking clause of invisibility

Habitat: Arctic

TheHalfling_DM

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