unknown work and artist (at least by me)
Sovereign Elk
Huge Fey, unaligned
Armor Class 18 (Natural Armor)
Hit Points 216 (16d12 + 112; bloodied 108)
Speed 90 ft., swim 40 ft.
STR | DEX | CON | INT | WIS | CHA |
22 (+6) | 18 (+4) | 24 (+7) | 16 (+3) | 18 (+4) | 23 (+6) |
Saving Throws Dex +9, Wis +9, Cha +11
Skills Athletics +11, Intimidation +9, Perception +9
Damage Resistance cold, poison, psychic, radiant
Damage Immunities bludgeoning, piercing, & slashing from nonmagical attacks that aren't cold iron
Condition Immunities charmed, exhaustion
Senses darkvision 120 ft., passive perception 19
Languages Common, Celestial, Terran, Sylvan, telepathy 120 ft.
Challenge 16 (15,000 XP)
Proficiency Bonus +6
Charge. If the sovereign elk moves at least 10 feet straight toward a target and then hits it with an antler attack on the same turn, the target takes an extra 18 (4d8) piercing damage. If the target is a creature, it must succeed on a DC 19 Strength saving throw or be pushed up to 20 feet away and knocked prone.
Forest Guardian. While in a forest, the Sovereign Elk can telepathically communicate with all creatures and plants in the forest, as in the spells Speak with Animals and Speak with Plants, and it cannot be surprised.
Magic Resistance. The sovereign elk has advantage on saving throws against spells and other magical effects.
Magic Weapons. The sovereign wolf's weapon attacks are magical.
Natural Regeneration. While in the Feywild or natural world, the sovereign elk regains 10 hit points if it starts its turn with at least 1 hit point.
Relentless Stride. The sovereign elk ignores difficult terrain in a natural environment and has advantage on saving throws and checks against an effect that would reduced its speed or force it to move. Additionally, when it takes the Dash action its speed is quadrupled (360 ft.) until it no longer takes the Dash action.
Trampling Charge. If the sovereign elk moves at least 20 feet straight toward a creature and then hits it with a hoof attack on the same turn, that target must succeed on a DC 19 Strength saving throw or be knocked prone. If the target is prone, the sovereign elk can make one attack with its hooves against it as a bonus action.
ACTIONS
Multiattack. The sovereign elk makes two melee attacks, but only one can be a hooves attack and it can't make both attacks against the same target.
Antlers. Melee Weapon Attack: +11 to hit, reach 10 ft., one target.
Hit. 24 (4d8 + 6) piercing damage.
Hooves. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature.
Hit. 34 (8d6 + 6) bludgeoning damage.
Sweeping Antlers (Recharge 4-6). The sovereign elk makes one antlers attack on each target within its reach. On a hit, the target must make a DC 19 Strength saving throw or be pushed 10 feet.
Innate Spellcasting. The sovereign elk's spellcasting ability is Charisma (spell save DC 19). The sovereign elk can innately cast the following spells, requiring no components:
At will:
calm emotions, charm monster (6 targets), cure wounds, druidcraft, entangle
3/day each:
confusion, conjure animals, dispel magic, pass without a trace
1/day each:
greater restoration, heal, hallucinatory terrain
BONUS ACTIONS
Fey Jump (Recharge 4 – 6). The sovereign elk can teleport up to 120 feet to an unoccupied space it can see.
Sovereign's Speed (3/Rest). The sovereign elk takes the Dash action.
REACTIONS
Antler Parry. The sovereign elk adds 6 to its AC against one attack that would hit it. To do so, the sovereign elk must see the attacker.
Vigorous Shake. If a creature ends turn grappling or riding the sovereign elk, the sovereign elk shakes and all creatures riding or grappling the elk must make a DC 19 Strength (Athletics) or Dexterity (Acrobatics) check. On a failure, the creature is thrown off the sovereign elk and falls prone in free space adjacent to the sovereign elk.