Nightmare Stag
Nightmare Stags
Alignment: The Entity
Appearance: These majestic creatures resemble normal stags but have been warped by the entity’s dark influence. Their antlers are twisted and jagged, almost appearing like gnarled tree branches, and their eyes glow an unnatural blue. Their bodies are thin and gaunt, their fur matted with shadowy energy, and they exude an aura of dread wherever they go.
Behavior: Nightmare Stags are not aggressive unless provoked, but they instill fear and madness in those who encounter them. Their presence causes vivid hallucinations, often leading people into the depths of the forest where they become lost. The stags' bellows sound more like unnatural wails, which can send travelers into a state of panic.
Purpose: These creatures are tools of chaos, meant to distort reality and spread fear throughout the forest. By confusing and frightening those who encounter them, the Nightmare Stags help isolate the villagers and ensure that no one can safely navigate the forest.
Example statblock
Nightmare Stag
Large Fey, Neutral Evil
Armor Class: 16 (natural armor)
Hit Points: 85 (10d10 + 30)
Speed: 50 ft.
STR 18 (+4) | DEX 14 (+2) | CON 16 (+3) | INT 10 (+0) | WIS 14 (+2) | CHA 16 (+3)
Damage Resistances: Psychic, Necrotic
Senses: Darkvision 60 ft., Passive Perception 12
Languages: Sylvan, Elvish
Challenge: 6 (2,300 XP)
Aura of Dread. A creature that starts its turn within 30 feet of the Nightmare Stag must make a DC 15 Wisdom saving throw or become Frightened until the start of its next turn.
Hallucination Aura. The Nightmare Stag can project terrifying illusions into the minds of creatures within 20 feet. Each creature must succeed on a DC 15 Wisdom saving throw or take 10 (3d6) psychic damage and be disoriented, suffering disadvantage on attack rolls and ability checks for 1 minute. A creature can repeat the saving throw at the end of each of its turns.
Actions
Multiattack. The Nightmare Stag makes two Antler attacks.
Antler Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 4) piercing damage.
Shadow Charge (Recharge 5–6). The stag can charge through enemies in a straight line up to 60 feet long and 10 feet wide. Each creature in the path must make a DC 15 Dexterity saving throw, taking 27 (6d8) necrotic damage on a failed save, or half as much on a success.
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