The White Stag

The White Stag of Deerborne Forest is known simply as "The White Stag." Its name is steeped in legend and tradition, and it is often referred to with a sense of reverence and awe. The villagers of Deerborne hold the creature in high esteem, and its name carries with it the weight of its symbolic importance as a guardian of the forest and a symbol of the village's connection to the natural world.

Relationships

The White Stag

Spirit Animal (Vital)

Towards Elowen Thorneheart

5

Elowen Thorneheart

Guardian (Vital)

Towards The White Stag

5

Divine Classification
Spirit Guardian
Spouses
Siblings
Children
Eyes
White and otherworldy
Skin Tone/Pigmentation
Pure White
Height
8'10"
Weight
680 lbs

Cover image: by IRPGuardian

The White Stag

Large Spirit Guardian, Guardian of Deerborne Forest, Neutral

Armor Class 17
Hit Points
Speed: 60 ft

STR

20
( +5 )

DEX

16
( +3 )

CON

14
( +2 )

INT

8
( -1 )

WIS

16
( +3 )

CHA

16
( +3 )

Skills Perception +5
Senses Darkvision 60ft., Passive Perception 15
Languages Understands Sylvan but can't speak
Challenge Rating 8

Description

The White Stag of Deerborne Forest is known simply as "The White Stag." Its name is steeped in legend and tradition, and it is often referred to with a sense of reverence and awe. The villagers of Deerborne hold the creature in high esteem, and its name carries with it the weight of its symbolic importance as a guardian of the forest and a symbol of the village's connection to the natural world.

Ideals

Guard the forest at Deerborne

Suggested Environments

The Forests around Deerborne

Innate Spellcasting. The White Stag's spellcasting ability is Wisdom (spell save DC 13). It can innately cast the following spells, requiring no material components:

At will: At will: druidcraft, speak with animals

1/day: 1/day each: barkskin, commune with nature

3/day: 3/day each: entangle, speak with plants


Ethereal Step. The White Stag can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Forest Guardian. The White Stag has advantage on saving throws against being frightened. It can also innately cast the pass without trace spell, requiring no material components, once per day.

Actions

Multiattack. The White Stag makes three attacks: one with its hooves and two with its antlers.
  Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 5) bludgeoning damage.
  Antlers. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 5) piercing damage.
  Stunning Gaze (Recharge 5-6). The White Stag gazes at one creature it can see within 30 feet of it. The target must succeed on a DC 16 Wisdom saving throw or be stunned until the end of the White Stag's next turn.   Teleport (Recharge 5-6). The White Stag magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.

Legendary Actions

The White Stag can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The White Stag regains spent legendary actions at the start of its turn.
  Move. The White Stag moves up to its speed without provoking opportunity attacks.
  Healing Touch (Costs 2 Actions). The White Stag touches a creature it can reach, causing it to regain 3d8+3 hit points.
  Mystical Presence (Costs 3 Actions). The White Stag emits an aura of mystical energy in a 30-foot radius. Creatures of the White Stag's choice within the aura are immune to fear and gain advantage on Wisdom saving throws until the end of the White Stag's next turn.