Ancient one of the deep forest
'This creature adopts the form of a white goat living in the forest, but is actually a Forest Elder.'~ flavour text
White goat like creatures that are essentially a stronger version of Dark Gray. These elder goatkin boast stronger elemental attacks, but are just as fearsome with their ramming technique
White goat like creatures that are essentially a stronger version of Dark Gray. These elder goatkin boast stronger elemental attacks, but are just as fearsome with their ramming technique
Basic Information
Anatomy
Quadrapedal short-haired goats with a massive poofy tail. They have curved horns, and a tiny set of wings on thier back. This creature is a few inces bigger than it's grey counterpart.
Dietary Needs and Habits
Grazers that eat grass, flowers, and the like
Additional Information
Facial characteristics
Thier pure red eyes foreshadow thier agressive power.
Average Intelligence
Not incredibly smart but much wiser than it's counterpart
Perception and Sensory Capabilities
Standard senses
keen hearing: advantage on percption checks based on audio.
keen hearing: advantage on percption checks based on audio.
Medium Beast; Lawful Neutral
AC: 9, MOV: 40ft, HP: 19 (2D10+6)
STR: 16, DEX: 13, CON: 12, INT: 8, WIS: 16, CHR: 10
Languages: Sylvan Challenge: 1/4 (50exp)
AC: 9, MOV: 40ft, HP: 19 (2D10+6)
STR: 16, DEX: 13, CON: 12, INT: 8, WIS: 16, CHR: 10
Languages: Sylvan Challenge: 1/4 (50exp)
Features:
Damage resistances: Earth, lightning
Damage vulnerabilities: necrotic, poison
Sure-Footed. The Ancient one of the deep forest has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Charge. If the Ancient one of the deep forest moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 1d4+1 bludgeoning damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone.
Actions:
Ram: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d4 + 2) bludgeoning damage.
Tremor: Ranged spell attack: +3 to hit, range 40ft, one target. Hit: 1D6 earth damage
Nature's calling: The creature makes a Charisma check of DC15. On a success a fey or beast of challenge 1/8th is summoned to space adjacent to Ancient one of the deep forest. The sound made by this action can be heard from upto 300ft away.
Damage resistances: Earth, lightning
Damage vulnerabilities: necrotic, poison
Sure-Footed. The Ancient one of the deep forest has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Charge. If the Ancient one of the deep forest moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 1d4+1 bludgeoning damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone.
Genetic Ancestor(s)
Lifespan
250-300 years
Average Height
3.3-4.3ft tall
Average Physique
You dont want to get a headbutt from one, lets be crystal clear on that.
Body Tint, Colouring and Marking
White with a white tail and wings, black horns, and red eyes.
Geographic Distribution
Ram: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d4 + 2) bludgeoning damage.
Tremor: Ranged spell attack: +3 to hit, range 40ft, one target. Hit: 1D6 earth damage
Nature's calling: The creature makes a Charisma check of DC15. On a success a fey or beast of challenge 1/8th is summoned to space adjacent to Ancient one of the deep forest. The sound made by this action can be heard from upto 300ft away.
1xEarth Kanji Stone (30%), 1xBlank normal monster card (25%), 1D3xLevel rune (20%), 1xBestial essence (10%)
Remove these ads. Join the Worldbuilders Guild
Comments