Shapechanger. The Accursed Forest Spirit can use its action to polymorph into a Deer-like-humanoid hybrid, standing on it's hind legs or into a Deer, on all fours. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed.
Keen Hearing and Smell. The Accursed Forest Spirit has advantage on Wisdom perception checks that rely on hearing or smell.
Innate Spellcasting (humanoid form only). The Accursed Forest Spirit's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components.
At will: darkness, detect thoughts, disguise self (any humanoid form), major image, nondetection
3/day each: cause fear, mirror image, false life, sleep, suggestion
1/day: dominate person, mass suggestion, modify memory
Multiattack . The Accursed Forest Spirit makes two Claw attacks in it's humanoid form or in Deer form, it can make one Gore, and one Bite attack.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 13 Wisdom saving throw or become afraid of the Accursed Forest Spirit until the end of it's next turn.
Claw (Humanoid form only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) slashing damage.
Gore (Deer form only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. If the target is a humanoid, it must succeed on a DC 15 Strength saving throw or become grappled.
One's per fight the creature can start absorbing one player
the player have to succeed a dc16 dexterity saving throw on the start of there turn or else the player can't do anything in there turn, after failing the saving throw three times the player becomes absorbed in to the creature.
Description
A dear like monstrosity, 8 feet tall creature preys on adventurers in the middle of the woods after the sun set. After successful hunt the creature hangs there preys on the on tree crowns
to prepare them for the grand feast. The creature can change there form from tall dear like monster to even taller humanoid with long limbs, tall antlers and sharp teeth and big yellow eye's.
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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