Large monstrosity, neutral evil

Armor Class 14 (natural armor)
Hit Points 95 (10d10 + 40)
Speed 50 ft.

18 (+4) 15 (+2) 19 (+4) 7 (-2) 12 (+1) 15 (+2)

Skills Athletics +7, Stealth +5
Condition Immunities charmed, exhaustion, fatigue
Senses darkvision 60 ft., passive Perception 11
Languages understands Common and Sylvan but can’t speak
Challenge 5 (1,800 XP)


  • Charge. If the siéhnam moves at least 20 feet straight toward a target and then hits it with an antlers 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 siéhnam’s innate spellcasting ability is Charisma (spell save DC 13). The siéhnam can innately cast the following spells, requiring no components:
  • Innocuous. The siéhnam appears to the untrained eye like an ordinary, harmless deer before attacking. Only a successful DC 15 Intelligence (Nature) check can correctly identify its save nature. If the siéhnam has not been identified as a threat, it has advantage on its Dexterity check to determine initiative at the start of combat.
  • Sleepless. The siéhnam never sleeps and is immune to magical sleep effects. It is also immune to exhaustion..
  • Supine Slaughter. A siéhnam’s advantage on attack rolls against a prone creature cannot be negated even if the siéhnam normally would have disadvantage. In addition, if the siéhnam is adjacent to a prone creature on its turn, it can make a bloody bite attack against that creature as a bonus action.


  • Multiattack. The siéhnam makes two attacks with its antlers.
  • Antlers. Melee Weapon Attack: +7 to hit, reach 5 ft., one Large target or two adjacent Medium or smaller targets. Hit: 11 (2d6 + 4) piercing damage. Bloody Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage, plus 10 (3d6) necrotic damage from blood loss if the target is a living creature with blood. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the siéhnam regains hit points equal to that amount. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.


  • Sharp Defense. When a creature hits the siéhnam with a melee attack, it can make an antlers attack against that creature.


Siéhnams appear to the untrained eye like ordinary pampas deer, with similar coloration and shape if somewhat larger than their ordinary cousins. However, they are savage killers, roaming not only their high plateaus and rolling prairies but also invading settled areas to hunt those wandering about by night and slaughtering those they discovered in their sleep. Some legends say the first siéhnams were living manifestations of nature’s vengeance, their eyes turning red and their mood feral as they sought reprisal for the killing of their mates and fawns. Most ordinary deer avoid them, but some who have suffered great loss or who have survived the destruction of their homes and herds find themselves drawn to the roaming siéhnam, mating with and joining them to swell their numbers.

A siéhnam’s antlers are sharper than knives and their teeth are adapted with oversized canines for ripping and tearing flesh. While they delight in all forms of killing, humanoids are their favored prey, and they love nothing better than sinking their fangs into the throat of a sleeping victim and exulting in their bloody demise.

Section 15: Copyright Notice

Latin American Monsters (5E) © 2021, Legendary Games; Authors Miguel Colon, Ismael Alvarez, Robert J. Grady, Jason Nelson.

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