Stag King (5e Creature)

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Stag King[edit]

Huge fey (archfey), lawful neutral


Armor Class 20 (natural armor)
Hit Points 216 (16d12 + 112)
Speed 60 ft.


STR DEX CON INT WIS CHA
27 (+8) 25 (+7) 25 (+7) 15 (+2) 23 (+6) 19 (+4)

Skills Animal Handling +13, Intimidation +11, Nature +9, Perception +13, Stealth +14
Proficiency Bonus +7
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities necrotic, psychic
Condition Immunities charmed, exhaustion, frightened
Senses truesight 120 ft., passive Perception 23
Languages Slyvan
Challenge 21 (33,000 XP)


Charge. If the Stag King 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 23 Strength saving throw or be knocked prone.

Freedom of Movement. The Stag King ignores difficult terrain, and magical effects can't reduce his speed or cause him to be restrained. He can spend 5 feet of movement to escape from nonmagical restraints or being grappled.

Innate Spellcasting. The Stag King's innate spellcasting ability is Wisdom (spell save DC 21). The Stag King can innately cast the following spells, requiring no material components:

At will: bones of the earth, dominate beast, druid grove, reincarnate (the new body is always a stag elf), symbol (cast as an action), transport via plants
1/day each: plane shift, storm of vengeance

Legendary Resistance (3/Day). If the Stag King fails a saving throw, he can choose to succeed instead.

Magic Weapons. The Stag King's weapon attacks are magical.

ACTIONS

Multiattack. The Stag King makes three attacks: one with his ram, one with his greataxe, and one with his hooves.

Greataxe. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 28 (3d12 + 8) bludgeoning damage.

Hooves. Melee Weapon Attack: +15 to hit, reach 5 ft., one prone creature. Hit: 26 (4d8 + 8) bludgeoning damage.

Ram. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage.

Frightful Presence. Each creature of the Stag King's choice that is within 120 feet of the Stag King and aware of him must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Stag King's Frightful Presence for the next 24 hours.

Children of the Forest (1/Day). While outdoors, the Stag King summons 2d4 elk or 1d4 giant elk. The called creatures arrive in 1d4 rounds, acting as allies of the Stag King and obeying his spoken commands. The beasts remain for 1 hour, until the Stag King dies, or until the Stag King dismisses them as a bonus action.

REACTIONS

Antler Lock. When a melee attack is made against the Stag King, he attempts to entangle the weapon the attack was made with in his antlers. The attacker must succeed on a DC 23 Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use) or the weapon is entangled in his antlers and the attack deals half as much damage. Any creature holding the entangled weapon is grappled, and the weapon is only unentangled when a creature escapes such a grapple with a skill check or is freed by magical means. This can not be used if the attack was made with a weapon designed for creatures larger than Gargantuan.

LEGENDARY ACTIONS

The Stag King 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 Stag King regains spent legendary actions at the start of its turn.

Detect. The Stag King makes a Wisdom (Perception) check.
Stampede. The Stag King moves up to half his speed in a straight line and makes a ram or hooves attack.
Wild Hunted (Costs 3 Actions). The Stag King summons an ethereal cloud of primal spirits that take on the forms of various deer and elk. The ground within a 40-foot radius of him becomes difficult terrain, and any creatures of his choice must succeed on a DC 23 Strength saving throw or be pushed to the closest open space at the edge of this radius and take 15 (2d6 + 8) bludgeoning damage, or 26 (4d8 + 8) bludgeoning damage if they were prone.

The Stag King is one of only a handful of neutral-aligned archfey, being a member of neither the Seelie nor Unseelie courts. Taking the form of a towering man with the head of a reindeer and simple, limited fur clothing, he fancies himself lord (but not necessarily protector) of all cervine creatures.

In ancient times, he descended upon Toril where he was beseeched by the elves of Rashemen. Their home in the Land of Berserkers was one of frigid winds, fruitless earth, and temperamental neighbors, and what had once been a flourishing tribe had been reduced significantly. In exchange, all they had left of value to offer were three maidens.

Within the year, the elves had reestablished themselves as a force within the region, and the first of the stag elves were born. After generations, when his children nearly outnumbered the eladrin he had sworn to protect, the Stag Kind declared himself the king of his offspring, raising a stronghold and declaring the eladrin tribe his vassal.

The Realm of the Stag stands to this day as a small, isolated kingdom. In fairly recent history, the stronghold allied itself with the Wychlaran, the region's all-female spiritual and magical leadership, and their Rashemi berserker clans to crush the Durthans, an offshoot of the Wychlaran who sought power rather than to protect the land and the secrets of the ancient Raumathar empire. While the war was successful, the Stag King himself was lured into Durthan catacombs, where he was descended upon by vampires. He has not been seen since, except in the bonfires of Higharvestide celebrations, where his now-skeletal face gazes upon one destined for adventure in the coming year.

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