Aura of Auspice.
Friendly creatures of the Alikir’s choice within 30 feet can reroll one attack roll, saving throw, or ability check per turn and must use the new roll. A creature can benefit from this aura only once per round.
Natural Fortune.
When the Alikir fails a saving throw, it can choose to succeed instead. It can do this three times per day.
Antlers of Grace.
The Alikir’s antler attacks are magical. When it reduces a hostile creature to 0 hit points, it regains 15 hit points.
Multiattack. The Alikir makes two attacks: one with its antlers and one with its hooves.
Twisting Antlers. Melee Attack Roll: +10, reach 10 ft. Hit: 22 (3d10 + 6) Piercing damage plus 9 (2d8+1) Radiant damage.
Hooves. Melee Attack Roll: +10, reach 5 ft. Hit: 18 (3d8+6) Bludgeoning damage.
Blessing of the White Stag (Recharge 5–6).
Radiant light flows from the Alikir’s antlers. Each friendly creature of its choice within 30 feet regains 25 hit points and is cured of one disease, poison, or curse affecting it.
Verdant Step (Bonus Action).
The Alikir magically teleports up to 40 feet to an unoccupied space it can see. Creatures of its choice within 10 feet of the destination gain advantage on their next saving throw before the end of their next turn.
The Alikir 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.
Antler Sweep.
The Alikir makes one antler attack.
Fey Reprieve.
The Alikir or one ally it can see within 30 feet regains 10 hit points.
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