Medium Monstrosity, Neutral Good
Armor Class 11
Hit Points 38 (6d8 + 12)
Speed 50 ft.
STR
14 (+2)
DEX
18 (+4)
CON
13 (+1)
INT
11 (+0)
WIS
14 (+2)
CHA
13 (+1)
Skills Arcana +2, Athletics +6, Perception +3, Survival +3
Condition Immunities Charmed
Senses Passive Perception 13
Languages Elvish, Sylvan
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Innate Spellcasting. The warlock's innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 15), requiring no material components: At will: disguise self. mage armor (self only), silent image, speak with animals l /day: conjure fey

Spellcasting. The warlock is a 11th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It regains its expended spell slots when it finished a short or long rest. It knows the following warlock spells:

Cantrips (at will): dancing lights, eldritch blast.friends, mage hand, minor illusion, prestidigitation, vicious mockery

1st-5th level (3 5th-level slots): blink, charm person, dimension door, dominate beast.faerie fire.fear, hold monster, misty step, phantasmal force, seeming, sleep

Rideable Anatomy. The cervitaur can be saddled, and can carry a Medium or smaller creature on their back.

 

Actions

Multiattack. The cervitaur makes two attacks: one with its spear and one with its hooves or two with its longbow.

Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (ld4 + 2) piercing damage.

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

 

Reactions

Misty Escape (Recharges after a Short or Long Rest). In response to taking damage, the warlock turns invisible and teleports up to 60 feet to an unoccupied space it can see. It re· mains invisible until the start of its next turn or until it attacks, makes a damage roll, or casts a spell.

Description

 

Cervitaurs are fey creatures, hailing from the Feywilds. Sometimes, one will cross over and make a pact with one of the Archfey, granting their new patron a foothold in the material plane while granting the warlock a boost in power. They prefer to use nature magic and illusions to defeat their opponents, and work together with druid circles. They also work alone, though this is rarer.

Habitat: ForestGrassland

Master_of_Wolves

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