The
Greymantle subspecies of marsh deer (informally known as marshstags, bogstags, swamp deer) are a wild species that are easily tamed and bred for work as pack animals. The Greymantle subspecies is the largest of the marsh deer, able to keep pace and match the strength of the average horse, though they trade a horse's stamina for greater agility. The larger, sturdier stags can also be ridden, though they are not as easy of a ride as a horse would be, and they don't saddle nearly as well. Small riders who are well accustomed to the deer, especially those who are comfortable with riding bareback, are the most successful.
Marsh deer are found in several different shades of tan (red-gold to tawny brown to nearly buff), most likely based on the general color of grass where they are originally found, with black muzzles and lower legs, and white markings around the eyes. Both does and stags have slow-growing, forked antlers that are shed every year, rarely growing to a large size with many tines. Only an old, dominant stag will have more than four large tines. The marsh deer's hooves are large in comparison to their thin legs, more flexible than those of most deer, with a web of skin between the toes to aid in swimming. They are quick on land as well as able swimmers, and can move through mud and over uneven terrain with ease.
Their sense of smell is fair, but their eyes and ears are very keen. They see most clearly in diffuse and low light, adapted to spotting crocodiles lurking in camouflaging surroundings. Their intelligence enables them to learn the tricks of the various creatures and hazards of the swamp, and makes them clever and trainable when tamed.
Though it lacks the long and prestigious history of careful breeding that the
Lockhinge crocodile has had, a well-trained marsh deer is nevertheless just as much of a point of pride to residents of Greymantle as a prize horse would be to those living in the rest of the kingdom.
Stat Block
Marsh Deer
Large beast , Unaligned
Armor Class 10
Hit Points 13 (2d10 + 2)
Speed
50ft
Swim: 20ft
Senses Darkvision 60ft., Passive Perception 10
Challenge 1/4
Description
Adapted for the damp and dangerous wilds of Greymantle Marsh, these deer have wide feet and webbing between their toes to aid with swimming. Both males and females of this species sport antlers, and both will use them as a weapon in a percieved emergency.
Short Rest. Once per long rest, the marsh deer may restore 1d10 hit points during a short rest period.
Charge. If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Actions
Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one prone creature. Hit: 8 (2d4 + 3) bludgeoning damage.
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