Spirit of The White Stag: Legendary Form CR: 14
Huge large fey, beast, unaligned
Armor Class: 15
Hit Points: 170 (20d10+60)
Speed:
60 ft
Saving Throws: Magic Resistance. The Spirit of the White Stag has advantage on saving throws against spells and other magical effects.
Damage Vulnerabilities: Fire
Damage Resistances: bludgeoning, piercing, or slashing damage not made with a cold-iron or silvered weapon. Psychic.
Damage Immunities: Poison
Condition Immunities: Poison, Charm
Senses: Truesight 30ft. Passive Perception 14
Languages: Birdfolk, Hedge, Sylvan, Cannot Speak
Challenge Rating: 14
Innate Spellcasting.
The Spirit of the White Stag's innate spellcasting ability is Charisma (spell save DC 19). The Spirit of the White Stag can innately cast the following spells, requiring no material components:
At will: druidcraft, pass without trace, plant growth, prestidigitation, thaumaturgy, mending, light
1/day: call lightning, storm of vengeance, thunderwave
3/day: entangle, goodberry, longstrider, Misty Step, Faerie Fire
Charge.
If The Spirit of the White Stag moves at least 30 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra (2d4 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.
Speak with Beasts and Plants.
The Spirit of the White Stag can communicate with beasts and plants as if they shared a language.
Tree Stride.
Once on its turn, The Spirit of the White Stag can use 10 feet of its movement to step magically into one living tree within its reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be large or bigger. The Spirit of the White Stag can bring any creature riding it with it.
Thorns of Nature.
When The Spirit of the White Stag is attacked by an enemy while it is not incapacitated, it deals 5 (1d10) piercing damage with thorns on its skin to the attackers every time they attack it.
Illumination.
The Spirit of the White Stag has a soft glow and sheds light in a 10ft. radius around it.
Actions
Multiattack.
The Spirit of the White Stag can make two attacks if it attacks using it's hooves.
Bite.
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: (1d10 + 5) piercing damage.
Tree Rot: A creature bit by The Spirit of the White Stag must succeed on a DC 13 Constitution saving throw or take (3d6) poison damage, half as much on a save, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes (1d6) poison damage. After three successful saves, the poison ends.
Hooves.
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: (2d6 + 5) bludgeoning damage.
Ram.
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: (2d4 + 5) bludgeoning damage
Summon Fey (1/Day).
You summon a fey creature of challenge rating 7 or lower, or a fey spirit that takes the form of a beast of challenge rating 7 or lower. It appears in an unoccupied space that you can see within range. The fey creature disappears when it drops to 0 hit points or when the spell ends. The fey creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its alignment. If you don’t issue any commands to the fey creature, it does things according to its nature. If your concentration is broken, the fey creature doesn’t disappear. Instead, you lose control of the fey creature, it becomes hostile toward you and your companions, and it might attack. An uncontrolled fey creature can’t be dismissed by you, and it disappears 1 hour after you summoned it. The GM has the fey creature’s statistics.
A large glowing white stag seemingly made of light. This creature is a thing of legend said only to appear to those that have dedicated themselves to the restoration and protection of the forests and the life within them. While some Cervan view the spirit of the white stag as an emissary of Cairith the Resolute stories and myths surrounding it paint it more as a spirit of nature itself. A being not dissimilar from the fey as it seems uninterested in the goings of the intelligent or the bipedal creatures of the world and has very specific rules that it follows with an absolute authority.
Suggested Environments
Any forest, deep enough within it to be sufficiently away from cities, towns, or villages. Though it may move closer to a settlement of some kind if it feels threatened or pushed out of its territory.