Small monstrosity, chaotic neutral

Armor Class 13
Hit Points 22 (5d6 + 5)
Speed 30 ft.

8 (–1) 16 (+3) 12 (+1) 17 (+3) 11 (+0) 10 (+0)

Skills Arcana +5, Investigation +5, Perception +2
Senses darkvision 60 ft., passive Perception 12
Languages understands four languages but can’t speak
Challenge 1/2 (100 XP)
Proficiency Bonus +2


  • Antler Casting (Recharges after a Short or Long Rest). The cadeer can innately cast any spell stored in its antlers, requiring no components. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). If the spell is a cantrip, the cadeer casts it at 5th level.
  • Magic Sense. The cadeer can cast detect magic and identify at will, requiring no components. Given 1 minute to concentrate, the cadeer can sense magic within 3 miles outdoors and 300 feet underground. Using this greater sense, the cadeer senses only significant sources of magic, including powerful magical beings, the influence of other planes, strong ongoing spells, and so on. The cadeer has advantage on Intelligence (Investigation) and Wisdom (Perception) checks to discern magic.


  • Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage. If the cadeer has a spell that deals damage stored in its antlers, this attack deals an extra 2 (1d4) damage of one type that spell deals.


  • Spell Absorption. If the cadeer is the target of a spell or included in the area of a spell, provided the spell is 2nd level or lower, the cadeer can absorb the spell with its antlers. If the cadeer does so, the spell has no effect, and the cadeer then stores that spell in its antlers. When the cadeer absorbs a spell, any spell previously stored in the antlers dissipates harmlessly.


Magic Seekers. Cadeers look like deer, but they have the tail of a snake and black, featureless eyes. They’re not only sapient, but highly intelligent. Cadeers can also sense and track magic over long distances, and they seek it out with zeal.

Untrustworthy Partners. A cadeer might partner with other beings to seek and find magic. But they can’t be trusted to share anything that’s found. Cadeers prioritize their desires and goals. And they might even switch sides in a battle if doing so means acquiring the magic they’re after.

Antler Absorption. Cadeer antlers can’t be harmed by magic, but they can store it. A cadeer can use a spell stored in this way. To keep a spell, a cadeer can also prevent the antlers from absorbing more magic.

  • DC 10 Intelligence (Nature): Cadeers can hunt down magic over long distances.
  • DC 15 Intelligence (Arcana): Cadeer antlers counter and absorb low-powered spells, allowing the cadeer to cast that spell later.
Section 15: Copyright Notice

Grim Hollow: The Monster Grimoire © 2021, Ghostfire Gaming Pty Ltd. Author: Shawn Merwin

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