Gloomweaver Stag

Hunters whisper of a 'night hart' whose antlers drink warmth and whose breath turns leaves to ash. Old stories say a gloomweaver stag once guided a lost prince out of a cursed wood, then returned to feed on his memory. Folklore treats sightings as omens: harvests fail, wells sour, and lovers forget each other.

HP85AC15SPD40 ft., Climb 20 ft., Swim 20 ft.CR5 (1,800 XP)PerceptionStealth
STR
16
DEX
14
CON
16
save
INT
10
WIS
14
save
CHA
12
Shadow Meld. In dim light or darkness the stag is lightly obscured and has advantage on Dexterity (Stealth) checks. While in dim light or darkness the stag gains resistance to necrotic damage.
Siphon Night. If the stag starts its turn in dim light or darkness it regains 10 hit points.
Antler Blight. The stag's antler necrosis reduces a target's maximum hit points. A creature that succeeds on the saving throw against Antler Gore is immune to that creature's Antler Gore for 24 hours.
Multiattack. The gloomweaver stag makes two attacks: one with its antlers and one with its hooves.
Antler Gore. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: piercing damage plus necrotic damage. If the target is a creature, it must succeed on a Constitution saving throw or have its hit point maximum reduced by an amount equal to the necrotic damage. The reduction lasts until the target finishes a long rest. A creature whose hit point maximum is reduced to 0 by this effect dies.
Stomping Hooves. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: bludgeoning damage. If the target is Large or smaller and fails a Strength saving throw, it is knocked prone.
Weave of Dusk. Recharge 5-6. The stag exhales a 30-foot cone of shadow-twined cold and rot. Each creature in that area must make a Dexterity saving throw, taking necrotic damage and cold damage on a failed save, or half as much on a successful one. Creatures that fail the save are also sapped, taking a - penalty to attack rolls and saving throws until the end of their next turn.
Shadow Step. When a creature within 30 feet that the stag can see attacks an ally of the stag, the stag can teleport up to 20 feet to an unoccupied space in dim light or darkness and impose disadvantage on that attack if the attacker ends its turn within 5 feet of the stag.
Cantrips
Duskweaver MagicIllusion and Necromancy-flavored The stag can cast these innate spells, requiring no components. Charisma is the spellcasting ability for these spells. At will: minor illusion. 3/day each: darkness, blink. 1/day: major image.
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