Sylvan Stag

Large fey, neutral good

Armor Class 12
Hit Points 67 (9d10 + 18)
Speed 50 ft., fly 80 ft.

14 (+2) 18 (+4) 15 (+2) 11 (+0) 17 (+3) 16 (+3)

Damage Immunities necrotic
Condition Immunities charmed, paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 13
Languages Sylvan, telepathy 60 ft.
Challenge 5 (1800 XP)

Charge. If the sylvan stag moves at least 20 feet straight toward a target and then hits it with an antler attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Innate Spellcasting. The sylvan stag's innate spellcasting ability is Charisma (spell save DC 14). The sylvan stag can innately cast the following spells, requiring no components: At will: detect evil and good, druidcraft, pass without trace. 1/day each: aid, dispel evil and good, entangle.

Magic Resistance. The sylvan stag has advantage on saving throws against spells and other magical effects.

Magic Weapons. The sylvan stag's weapon attacks are magical.


Multiattack. The sylvan stag makes two attacks: one with its hooves and one with its antlers.

Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Antlers. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Healing Touch. The sylvan stag touches another creature with its horn. The target magically regains 11 (2d8 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.

Turn Undead. As an action, the sylvan stag can turn undead. Each undead that can see or hear it within 30 feet must make a Wisdom saving throw DC 14. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

If a herd of sylvan steeds work together, they can raise the DC by +2 per sylvan stag.

Legendary Actions

The sylvan 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 sylvan stag regains spent legendary actions at the start of its turn.

Hooves. The sylvan stag makes one attack with its hooves.

Shimmering Shield. The sylvan stag creates a shimmering, magical field around itself or another creature it can see within 60 feet of it. The target gains a +2 bonus to AC until the end of the sylvan stag's next turn.

Heal Self. The sylvan stag magically regains 11 (2d8 + 2) hit points.

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