Large Monstrosity
Armor Class 17 Natural
Hit Points 225 (18d12)
Speed 50 ft.
STR
22 (+6)
DEX
16 (+3)
CON
20 (+5)
INT
6 (-2)
WIS
16 (+3)
CHA
10 (+0)
Saving Throws STR +11, CON +10, WIS +8
Skills Stealth +7
Damage Resistances Bludgeoning and Piercing from nonmagical attacks, Necrotic
Damage Immunities Poison
Condition Immunities Frightened, Poisoned
Senses Darkvision 120 ft. , Passive Perception 17
Languages --
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Nature's Rejection Aura. 

Creatures within 30ft of the Bone Stag regain only half hit points from healing. If a creature drops to 0HP in this aura, the ground becomes blighted terrain in a 10-ft radius. 

Blighted Step.

The Stag ignores difficult terrain. When it moves the ground it passes over becomes twisted and grasping until the end of its next turn. This is considered difficult terrain. 

Charge of the Broken Land.

If the Stag moves at least 20ft. straight towards a target and hits with Gore, the target must succeed a DC 18 STR save or

1.Be knocked prone

2. Be impaled (Grappled, escape is DC 18)

3.Take and extra 2d10 piercing damage. 

 

Phase 2:

When reduced to 0 HP, the Bone Stag does not die. Instead:

  • It collapses and explodes into roots, bones, and shadow
  • Regains 150 HP
  • Gains new abilities below
  • The battlefield becomes heavily blighted

Regeneration

10 HP is to be regenerated at the start of Stag's turn but only functions in dim light or darkness. 

Call of the Wild Dead

Summons 2d4 Blighted Wolves (Dire Wolf stat block) or

1 Blighted Bear (Use brown bear stat block) 

Actions

Phase 1:

Multiattack

The Bone Stag makes:

  • 1 Gore
  • 2 Hoof Attacks

Gore

Melee Weapon Attack: +10 to hit, reach 10 ft.
Hit: 2d12 + 6 piercing + 1d8 necrotic


Hooves

Melee Weapon Attack: +10 to hit, reach 5 ft.
Hit: 2d8 + 6 bludgeoning

Withering Bellow (Recharge 5–6)

The stag releases a horrifying cry. All creatures within 30 ft. must make a DC 17 CON save:

  • Fail: 6d8 necrotic + disadvantage on attacks until next turn
  • Success: Half damage, no disadvantage

Phase 2:

Grasping Earth (Recharge 4–6)
Roots erupt in a 20-ft radius:

  • DC 17 STR save or restrained
  • Creatures take 3d8 necrotic at start of turns while restrained

 

Legendary Actions

Phase 1: 

Hoof Stomp (Costs 1)
All creatures within 10 ft. must succeed on DC 17 DEX save or take 2d8 bludgeoning and fall prone.

Gore (Costs 2)
The stag makes one Gore attack.

Withering Pulse (Costs 2)
Creatures within 20 ft. take 2d6 necrotic (no save) and healing is suppressed until end of their next turn.

Phase 2: 

Root Snare (Costs 2)
Target within 30 ft. must succeed on DC 17 STR save or be restrained.

Mythic Actions

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.

Lair and Lair Actions

(Initiative 20)

  1. Fog of the Holler: Heavy obscurement beyond 15 ft.
  2. Splintered Ground: Spikes erupt—DC 15 DEX save or 2d10 damage
  3. Echoing Screams: WIS save DC 15 or frightened until next round
17dhanson