Black Stag

Large fey, chaotic evil

Armor Class

15 (natural armor)

Hit Points

42 (5d10 + 15)

Speed

40 ft.

Skills

Investigation +4, Perception +3, Stealth +3

Senses

darkvision 90 ft.

Languages

Sylvan

Challenge

3

Brave

The black stag has advantage on saving throws against being frightened.

Charge

If the black stag 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 14 Strength saving throw or be knocked prone.

Creeping Darkness

If the black stag spends a week in a forest, the trees and plants will slowly start to die. This process can be stopped by the presence of a good-aligned druid or a unicorn.

Innate Spellcasting

The black stag's innate spellcasting ability is Intelligence (spell save DC 12). It can innately cast the following spells, requiring no material components: • At will: minor illusion • 1/Day each: darkness, silent image

Shifting Shadows

All the shadows within a mile of the black stag move independently.

Actions

Multiattack

The black stag makes two ram attacks, or one hooves attack on a prone creature.

Ram

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Hooves

Melee Weapon Attack: +6 to hit, reach 5 ft., one prone creature. Hit: 17 (3d8 + 4) bludgeoning damage.