| Mod | Save | ||
|---|---|---|---|
| STR | 20 | +5 | +16 |
| DEX | 18 | +4 | +13 |
| CON | 16 | +3 | +11 |
| Mod | Save | ||
|---|---|---|---|
| INT | 8 | −1 | −1 |
| WIS | 14 | +2 | +5 |
| CHA | 12 | +1 | +1 |
Shore-Blight Aura. The ground within 10 feet of the stag seethes with brackish corruption. That area is difficult terrain for the stag’s enemies. A creature that starts its turn there must succeed on a DC 15 Con save or take 5 (1d10) necrotic damage and has its speed reduced by 10 feet until the start of its next turn.
Magic Resistance. The stag has advantage on saving throws against spells and other magical effects.
Trampling Charge. If the stag moves at least 20 feet straight toward a target and then hits it with a Gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage and must succeed on a DC 16 Strength save or be knocked prone. The stag can make one Hooves attack against a prone target as a bonus action.
Herd Commander. As a bonus action, the stag magically exhorts its corrupted herd. Up to two allied deer-demons it can see within 60 feet can each use their reaction to move up to half their speed without provoking opportunity attacks.
Actions
Multiattack. The stag makes three attacks in any combination of Gore and Hooves.
Gore. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 20 (3d10+5) piercing damage. If the target is a creature, it must succeed on a DC 15 Con save or be tainted until the end of its next turn; while tainted, it takes 5 (1d10) necrotic damage the first time it makes an attack each turn.
Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.
Blight-Bugle (Recharge 5–6). The stag unleashes a mind-raking bellow. Each creature of its choice in a 30-foot cone must make a DC 15 Wisdom saving throw, taking 17 (5d6) psychic damage on a failure, or half as much on a success. On a failed save, a creature is frightened of the stag until the end of its next turn. A creature already frightened by this effect takes an extra 7 (2d6) necrotic damage.
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Explosive : When reaching zero hit points this monster and all other skin blighted will explode. This monster does 3d6 damage in a 25 foot circle
Antler Parry. When a creature the stag can see hits it with a melee attack, the stag adds +3 to its AC against that attack, potentially causing it to miss
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Enter a general description for your monster here.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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