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.
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.
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