Medium Beast, Unaligned
Armor Class 15 Natural Armor
Hit Points 25 (4d10 + 5)
Speed 50 ft.
STR
13 (+1)
DEX
16 (+3)
CON
11 (+0)
INT
2 (-4)
WIS
10 (+0)
CHA
5 (-3)
Saving Throws DEX +5
Damage Vulnerabilities Acid
Damage Resistances Lightning
Condition Immunities Stunned
Senses Truesight, Passive Perception 11
Languages --
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Poor Sight. The aberrant deer has disadvantage on Wisdom (Perception) checks that rely on sight.

Electric Antlers. The aberrant deer carries an electric charge in its antlers. Any attack using its antlers deals an extra 1d6 of lightning damage.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.

Charge. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d8+2) bludgeoning damage + 1d6 lightning damage. The aberrant deer must move at least 10 feet in one direction to effectively use this attack. It may move up to twice its speed to make the attack. If hit, the target must succeed on a Strength saving throw or be pushed straight back 5 feet.

Lightning Cast (2/Day). Ranged Attack: +3 to hit, range 80 ft., 10 foot circle. Hit: 14 (4d6+2) lightning damage. On a hit, the target or targets must succeed on a Dexterity saving throw. On a success, the damage is halved.

Description

In a wasteland created by wizards tampering with magic they could not comprehend, some animals absorbed the energy and mutated to adapt to their new environment. The deer mutated to all grow antlers, even the females, and gained the ability to harness lightning. They grew more aggressive, though not to the point of becoming predators. Their eyes mutated into a single eye in the center of their head, lowering their visual acuity on this plane, but allowing them to glimpse the ethereal plane. They also grew a thicker hide as a defensive mechanism.

Monster Tags: Misc Creature

Habitat: DesertForestGrassland

Haggard_Delphin

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