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Bag of Beasts
Sun Stag
  • Large, Beast
  • Lawful Good
  • CR 3
  • AC 15 (Natural Armor)
  • HP 42
STR
+3
17
DEX
+4
18
+6
CON
+2
14
INT
-2
7
WIS
+2
14
CHA
+3
16

Skills

  • intimidation
    +5
  • perception
    +4

Damage Immunities

  • Poison

Condition Immunities

  • Poisoned

Speed

  • basic - 60ft

Charge. If the Stun Stag moves at least 20 ft straight toward a target and hits with a gore attack on the same turn, the target takes an additional (2D6) damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Actions

Gore. Melee Weapon Attack +6 to hit, reach 5ft, one target. Hit: (2D6+3) piercing damage.

Hooves. Melee Weapon Attack +6 to hit, reach 5ft, one prone creature. Hit: (4D8+3) bludgeoning damage.

Light of the Woods (1/Day) As a bonus action, the Sun Stag may channel the eternal light of the woods to stop beasts in their tracks and possibly command them. All Beasts within a 60ft radius of the Sun Stag can no longer make attacks or damage dealing actions against the Sun Stag for the next 10 minutes unless they make a Wisdom Saving throw (DC 17). Beasts that fail must also make an opposing charisma Roll or be under direct control of the Sun Stag for a minute.

Sun Stags appear to have the bodies of regular deer or elk, just proportionally much larger. Much of their body is covered in a short dark-blonde fur with a thick golden mane that starts at the base of their neck down to their shoulders. Their antlers are large imposing branches of ivory. Sun Stags do not shed their antlers, and while the exact shapes vary from beast to beast the antlers eventually grow upward and inward creating a loop as the stags age. If a Sun Stag reaches a significant age the tips will fuse together.

No female Sun Stags have ever been observed and it is believed that Sun Stags are actually Dire Elk bulls imbued with divine powers to act as guardians to sacred wooded areas. When a stag is slain, it's brilliant golden coat fades to a natural ruddy brown color.

Behavior

Sun Stags rarely attack unless provoked or if the wooded area they are guarding appears to be in danger from interlopers. If a battle is initiated, Sun Stags usually start the battle by using their Light of the Woods action. The purpose of which is to take control of player controlled beasts or familiars, if the party has none, have D6 mundane animals show up to assist the Sun Stag or even a dire animal if the party can handle it.

A Sun Stag will never run, it fights to the death to protect the area under its protection.

Knowledge Checks

Nature DC 10 - The creature appears to be intrinsically linked to the area it is in.

Nature DC 15 - The creature feels as if it is a guardian to the area, one would imagine it would be hostile to anyone desecrating the area.

Arcana DC 20 - Sun Stags are known to be divine guardians of sacred wooded areas important to gods or demigods.

Treasure

Sun Stags themselves do not have any treasure and even their brilliant golden fur fades to a natural brown when slain. The forest area they are protecting may have a divine item nestled somewhere in a clearing or a blessed spring may offer some reprieve for adventurers.

Branch of Grove Call

Wonderous Item, Uncommon
A thin branch of wood that is about arm’s length, when held it faintly pulls back and forth at the hand as if being tugged on by something else, never enough to wrest it from the holder’s grip. As an action, you may throw the stick up to 60ft and make a Wisdom ability check (DC 15). On a successful roll you cast Conjure Animals as a 3rd level spell where the branch landed. On a failed roll the branch lays where it landed. After either a successful or failed roll the branch loses any of its magical properties, becoming just a stick.
Organization

Sun Stags do not herd with other giant elk. They peacefully patrol and graze in their divine posts alone until that area is disturbed. Woodland creatures do seem to congregate at these blessed groves and clearings in greater numbers than usual.

Game Hooks

A wealthy lord may employ a group of adventurers to track and kill a golden elk that has been sighted by hunters in the area with express orders to damage the pelt as little as possible. The group may decide not to kill the Sun Stag after they see it, realizing it’s duty as a protector. If they do slay it, they quickly find out the nature of the beast after slaying it. Angering an aging forest god who demands a small offering or completion of a task to pay for the desecration of the land. Either way, the lord is not happy when the adventurers do not produce the golden pelt.

Additional Notes

When using the Conjure Animals spell, the player selects the number of creatures but the DM selects the actual creatures that are summoned. The creatures the Branch of Grove Call summon should be mammalian in nature, and their personalities should be dog-like, regardless of animal summoned.