Deerling

Small fey (shapechanger), chaotic good

Armor Class 15 (natural armor)
Hit Points 66 (12d8 + 12)
Speed 40 ft.

STR DEX CON INT WIS CHA
8 (-1) 17 (+3) 13 (+1) 15 (+2) 12 (+1) 20 (+5)

Skills Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7
Senses darkvision 60 ft., passive Perception 15
Languages Common, Elvish, Sylvan
Challenge 4 (1,100 XP)

SPECIAL TRAITS

  • Fey Ancestry. The deerling has advantage on saving throws against being charmed, and magic can’t put the deerling to sleep.
  • Innate Spellcasting. The deerling’s innate spellcasting ability is Charisma (spell save DC 14). The cuca can innately cast the following spells, requiring no material components:
  • Nature Stride. The deerling ignores movement restrictions caused by roots, overgrowth, and other naturally occurring impediments.
  • Shapechanger. The fey can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without antlers, the fey loses its gore attack. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.

ACTIONS

  • Gore (Fey Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage. The target must succeed on a Strength saving throw (DC 14) or it is forced prone.
  • Charger. When the deerling uses the Dash action, she can use a bonus action to make one Gore attack or to shove a creature. If she moves at least 10 feet in a straight line immediately before taking this bonus action, the deerling either gains a +5 bonus to the attack‘s damage roll (if she chose to make a Gore attack and hit) or push the target up to 10 feet away from her (if she chose to shove and she succeeded).
  • Charm. One humanoid the fey can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fey’s verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fey’s Charm for the next 24 hours. The fey can have only one target charmed at a time. If it charms another, the effect on the previous target ends.

ABOUT

Herds of deer, elks, and moose roam the forested areas of Hunatii, particularly near the Hunatii Expanse. The halflings who call the region home revere the antlered beasts as gifts from Theia, able to provide food, clothing, and bone for tools and weapons in one beast.

Hunatii oral tradition also speaks of a deer-like entity known by many as the deerling, who blesses strong relationships with good health and, where applicable, fertility. Those who would destroy such relationships are instead hunted by the deerling, charmed and enticed by her. Once somebody is trapped by her power, the deerling either leaves her victim in an embarrassing situation that makes their indiscretion obvious to all, or kills them.

While rare, deerlings have been known to take on the mantle of adventurer. Leaving their mystical homes causes the deerlings to lose some of their inherent power, though they remain mischievous and their love for love (even platonic) never dies.

Being from hunatii, deerling is typically a halfling culture, and is treated as such here.

Deerling Traits

Ability Score Increase. Your Charisma score increases by 1.

Fleet of Foot. Your base walking speed increases to 30 feet.

Natural Charmer. You know the friends cantrip.

Section 15: Copyright Notice

Lands of Theia - 5th Edition © 2020, Samurai Sheepdog; Authors: Steven Rasheed James, Kevin Glusing

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