Large Fey, Chaotic Good
Armor Class 12 Natural Armor
Hit Points 67 (9d10 + 18)
Speed 50 ft.
STR
15 (+2)
DEX
18 (+4)
CON
14 (+2)
INT
11 (+0)
WIS
17 (+3)
CHA
16 (+3)
Skills Perception +6
Damage Immunities Poison
Condition Immunities Charmed, Paralyzed, Poisoned
Senses Darkvision 60 ft., Passive Perception 16
Languages Common, Elvish, Sylvan, Telepathy 60 ft.
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Charge. If the cervidae moves at least 20 feet straight toward a target, if the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Innate Spellcasting. The cervidae’s innate spellcasting ability is Charisma (spell save DC 14).

The cervidae can innately cast the following spells, requiring no components:

At will: druidcraft , faerie fire , fog cloud , pass without trace

1/day each: calm emotions , entangle , plant growth

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

Magic Weapons. The cervidae’s weapon attacks are magical.

Actions

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

Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 9 (2d6+2) 2d6+2 bludgeoning damage.

Antlers. Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 11 (2d8+2) 2d6+2 piercing damage.

Healing Touch (3/Day). The cervidae touches another creature with its antlers. The target magically regains 12 (2d8 + 3) hit points. In addition, the touch removes one disease or neutralizes one poison afflicting the target.

Treestride (1/Day). The cervidae magically treestrides itself and up to three willing creatures it can see within 5 feet of it, along with any equipment they are wearing or carrying, to a tree the cervidae is familiar with, up to 1 mile away.

Legendary Actions

The cervidae 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 cervidae regains spent legendary actions at the start of its turn.

Hooves. The cervidae makes one attack with its hooves.

Nature’s Shield (Costs 2 Actions). The cervidae creates a magical field of ivy, leaves, and branches around itself or another creature it can see within 60 feet of it. The target gains a +2 bonus to AC until the end of the cervidae’s next turn.

Heal Self (Costs 3 Actions). The cervidae magically regains 12 (2d8 + 3) hit points.

Description

From the D&D Duet "Second Glance"

Habitat: ForestGrassland

Elemor_

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