Large Celestial, Chaotic Good
Armor Class 16 Natural
Hit Points 105 (10d12 + 40)
Speed 50 ft.
STR
20 (+5)
DEX
14 (+2)
CON
18 (+4)
INT
11 (+0)
WIS
15 (+2)
CHA
17 (+3)
Damage Resistances Radiant; Piercing and Slashing from Nonmagical Attacks that aren't Adamantine
Damage Immunities Lightning
Condition Immunities Charmed, Paralyzed, Poisoned
Senses Darkvision 60 ft., Passive Perception 14
Languages Celestial, Giant, Primordial, Telepathy 60 ft.
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Charge. If the elk moves at least 20 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 10 (2d10) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Innate Spellcasting. The elk's innate spellcasting ability is Charisma (spell save DC 14). The elk can innately cast the following spells as a 5th level caster, requiring no components:

At will: detect evil and good, lightning lure, thunderclap, thunderous smite

1/day each: call lightning, dispel evil and good, thunderwave

Magic Resistance. The elk has advantage on saving throws against spells and other magical effects.

Magic Weapons. The elk's weapon attacks are magical.

Actions

Multiattack. The elk makes two attacks: one with its hooves and one with its antlers.

Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Antlers. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage.

Thunder Step (1/Day). The elk magically teleports itself and up to five willing creatures it can see within 5 feet of it, along with any equipment they are wearing or carrying, to a location the elk is familiar with, up to 1 mile away.

Legendary Actions

The Adamantine Elk can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The elk regains spent legendary actions at the start of its turn.

Antlers. The elk makes an attack with its antlers.

Thunderous Smite (Costs 2 Actions). The elk casts thunderous smite on its antlers.

Thunderstomp (Costs 2 Actions). If the elk has made an attack with its hooves this round, it may cast thunderclap.  If the elk hit a target creature with its hooves, that creature has disadvantage on their spell save against this thunderclap spell.

Description

The Adamantine Elk (sometimes called "Fulmacorn") are of similar origin to the Unicorn, creatures blessed by divinity and granted domain over the land.  While Unicorn ordained themselves guardians of the forests, the elk continued to roam the land.  The Adamantine Elk developed a reputation among small circles of druids and rangers as vengeful spirits of nature, as their presence heralded torrents of rain and devastating storms for evil settlements and hunting camps.

This enormous creature has antlers made of pure adamantine, which spread and glow like the lightning it commands; antlers that match the lustrous dragon scales that show through the thin patches of fur on the Elk's underbelly.  When channeling elemental energy, sparks jump between the tines of the elk's antlers and the mane about its neck stands on end, as if drawn toward the sky.

Lair and Lair Actions

An Adamantine Elk’s Lair

An Adamantine Elk’s lair might be an open plain, a foggy pinnacle overlooking a body of water, a wind-swept tundra buried in snow and ice, or some other hidden woodland meadow.  The Adamantine Elk favors almost any location with a clear view of the sky.

Regional Effects

Transformed by the creature’s chaotic presence, the domain of an Adamantine Elk might include any of the following magical effects:

  • Open flames of a nonmagical nature are extinguished within the elks domain. Torches and campfires refuse to burn, but closed lanterns are unaffected.
  • An unnatural thunderstorm sweeps over the land.  Survival checks made to navigate the area are made with disadvantage, and non-good-aligned rangers lose the advantages of their Natural Explorer feature.
  • When a good-aligned creature casts a spell or uses a magical effect that causes lightning or radiant damage to an evil-aligned creature, they deal an additional 1d12 lightning or radiant damage.
  • Curses affecting any good-aligned creature are suppressed.

If the elk dies, these effects end immediately.

Habitat: ArcticForestGrasslandMountain

Localunatic

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