White Hart

Large celestial, chaotic good

Armor Class 16 (natural armor)
Hit Points 90 (12d10 + 24)
Speed 50 ft.

18 (+4) 16 (+3) 14 (+2) 14 (+2) 18 (+4) 16 (+3)

Skills Nature +6, Perception +8, Religion +6, Stealth +7
Damage Immunities radiant
Senses darkvision 60 ft., passive Perception 14
Languages Celestial, telepathy 120 ft.
Proficiency Bonus +4
Challenge 9 (5,000 XP)


  • Celestial Nature. The hart’s weapon attacks are magical. When it hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).
  • Charge. If the hart 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 16 Strength saving throw or be knocked prone.
  • Glowing. The white hart sheds dim light within 20 feet of itself.
  • Innate Spellcasting. The hart’s spellcasting ability is Wisdom (spell save DC 16). It can innately cast the following spells, requiring no material components:
  • Mislead. The hart can magically turn invisible and create an illusory double of itself as an action. The double appears within 60 feet of the hart, and the hart remains invisible while the double is active. The double lasts for up to 1 minute or until the hart ends the effect as a bonus action. The double appears and sounds like the hart, but it is intangible and can’t attack or interact with creatures. The double moves with the hart and mimics its actions, including its attacks.
  • Standing Leap. The hart’s long jump is up to 40 feet and its high jump is up to 20 feet, with or without a running start.
  • Sure-Footed. The hart has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.


  • Multiattack. The hart makes two attacks: one with its Antlers and one with its Hooves.
  • Antlers. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 18 (4d8) radiant damage.
  • Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage plus 18 (4d8) radiant damage.


The white hart is a majestic creature, standing seven feet tall at the shoulder, excluding its antlers. Its coat is pure white, with a soft glow that radiates a gentle light at night. Its eyes burn with a fiery red when angered, but they are usually warm and inviting.

The white hart is a celestial being chosen by the gods of good to serve as a messenger and guide for creatures of good alignment. It appears in various forms across different worlds and planes, always as a sign of important events or quests. It is often found in forests, plains, hills, and mountains.

The white hart’s primary role is to guide and assist creatures of good alignment. It uses its innate magical abilities to aid those who seek its help, casting spells like find the path to guide them through dangers or speak with animals to gather information. It fights only when necessary and is a fierce defender of the innocent and the righteous.

Section 15: Copyright Notice

5E RPG: Celtic Bestiary. Copyright 2023, Mal and Tal Enterprises, LLC; Author Michael Tresca.

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