Large Celestial (Cursed), Unaligned
AC 12    Initiative +2 (12)
HP 58 (9d10 + 18)
Speed 50 ft.
Mod Save
STR 18 +4 +12
DEX 14 +2 +2
CON 13 +1 +1
Mod Save
INT 4 −3 −3
WIS 12 +1 +6
CHA 7 −2 −2
Resistances Necrotic, Bludgeoning from non magical attacks
Immunities Poison; Charmed, Paralyzed, Poisoned
Senses Darkvision 60 ft.; Passive Perception 13
Languages Celestial, Common Understands but can not speak, Elvish, Sylvan, Telepathy 60 ft.
CR 4 (XP 1,100; PB +2)
Traits

Charge. 20 feet straight charge with antlers: +9 to attack, Hit:11 {"diceNotation":"2d8","rollType":"damage","rollAction":"Charge","rollDamageType":"piercing"} piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Magic Resistance. The elk has advantage on saving throws against spells and other magical effects except for spells for healing which it can not resist.

Innate Spellcasting. The corrupted elk's innate spellcasting ability is Wisdom (spell save DC 14). The elk can innately cast the following spells, requiring no components:

At will: Antipathy/Sympathy, Bestow curse, Withering Gaze: a creature within 30 ft. in direct line of sight of the unicorn must succeed DC 13 Con save or take 13 (2d10+1) necrotic damage.

1/day each: confusion, protection from evil and good, circle of death, misty step

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: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Antler. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 3) piercing damage and (1d6) necrotic damage.

 

Legendary Actions

The elk can take 2 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.

Stomp. The elk makes one attack with its hooves.

Hypnotic Pattern (Costs 2 Actions). The unicorn creates a twisting pattern of magical energy in a 30-ft cube around itself or another creature it can see within 60 feet of it. The pattern appears for a moment and vanishes. Each creature in the area who can see the pattern must succeed on a DC 15 WIS saving throw or have the [Condition] {"charmed"}Charmed {"charmed"/}{Condition/] and becomes incapacitated and has a speed of 0. The spell ends for an affected creature for 1 minute or if the creature takes any damage or if someone else uses an action to shake the creature out of its stupor.

Heal Self (Costs 2 Actions). The elk magically regains 11 (2d8 + 2) hit points.

Description

A once-radiant creature, now hollowed by tainted dark energy, the Corrupted Elk moves with twisted grace. Black smoke clings to its flanks like oil, leaking from cracked hooves that rot the earth beneath. Its once-lustrous antlers are now obsidian, dripping sap-like ichor and pulsing with sickly green light. Where it walks, flowers shrivel and the air grows cold, but deep within its burning eyes is a flicker of pain—remnants of a celestial spirit struggling beneath the corruption.

Elk can be purified by Lesser Restoration or Remove Curse, A 3-round ritual cleanse: DC 14 Religion, Nature, Arcana skill challenge (3 successes before 2 failures). Speak with Animals or a fey blessing may grant advantage. 

If healed,  the elk glows gold, rears up, and vanishes into golden motes. A single glowing antler point is left behind (Wondrous Item, uncommon) Grants +1 to Nature Checks. 1/long rest casts Detect Magic or Animal Friendship or Animal Messenger.

If defeated through combat, the elk dissolves into a puddle of black sap that seeps into the ground leaving nothing behind. 

Lair and Lair Actions

A Corrupted Celestial Elk’s Lair

A corrupted elk’s lair might be an ancient ruin overgrown with vines, a dark swamp blanketed in fog, the site of a bloody battle long forgotten, or some other creepy location.

Regional Effects

Transformed by the creature’s corrupted celestial presence, the domain of a unicorn might include any of the following magical effects:

  • Open flames of a nonmagical or magical nature are extinguished within the corrupted elk’s domain. Torches and campfires refuse to burn, but closed lanterns are unaffected.
  • Creatures native to the unicorn’s domain have an easier time hiding; they have advantage on all Dexterity (Stealth) checks made to hide.
  • When a good-aligned creature casts a spell or uses a magical effect that causes another good-aligned creature to regain hit points, the target regains only half the number of hit points awarded for the spell or effect.
  • Any humanoid creature who enters the Corrupted unicorn's domain must make a DC 14 Wisdom Saving Throw or succumb to the Despondent Condition. The creature can not benefit from advantage on ability checks for social interactions. The creatures speed is reduced by half. The creature does not add its proficiency bonus to its attack rolls or ability checks.  The effects of Inspiration and Guidance are halved. On a successful save the creature is immune to this effect for 24 hours. Any advantage a creature has on saving throws against being frightened also grants advantage against becoming despondent. A creature immune to being charmed is also immune to being despondent. Lesser Restoration can end this effect.  

If the elk dies or is healed of the corrupted condition, these effects end immediately.

Monster Tags: Abominations

Habitat: CoastalForestGrasslandPlanar (Beastlands)Planar (Feywild)SwampUnderdark

mrkevinpatrick

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