The Grim White Stag

The Grim White Stag

This moon-pale stag stands 30 feet tall at the shoulder. Its antlers are living saplings, and green vines grow around its legs. Despite its incredible size, it moves with supernatural grace. Its huge eyes gleam with intelligence, and its entire bearing is that of a mighty and noble creature.

The Grim White Stag CR 15

XP 51,200
LG Colossal outsider (extraplanar, good, lawful)
Init +2; Senses darkvision 60 ft., low-light vision, detect evil; Perception +22; Aura protective aura (20 ft.)

AC 25, touch 5, flat-footed 22 (+2 Dex, +1 dodge, +20 natural, –8 size; +4 deflection vs. evil)
hp 225 (18d10+126); regeneration 5 (evil weapons and effects)
Fort +18, Ref +13, Will +7; +4 vs. poison, +4 resistance vs. evil
DR 10/evil and silver; Immune electricity, petrification; Resist cold 10, sonic 10; SR 26

Speed 40 ft.
Melee gore +25 (4d6+14/19–20 plus push), 2 hooves +19 (2d8+7)
Space 30 ft.; Reach 20 ft.
Special Attacks lay on hands (10/day, 9d6), push (gore, 10 ft.), trample (2d8+21, DC 33)
Spell-Like Abilities (CL 18th; concentration +19)

Constant—detect evil
3/day—neutralize poison, remove disease 1/month—heroes’ feast (see below)

Str 39, Dex 14, Con 25, Int 10, Wis 13, Cha 12
Base Atk +18; CMB +40 (+44 bull rush); CMD 53 (55 vs. bull rush, 57 vs. trip)
Feats Dodge, Endurance, Greater Bull Rush, Improved Bull Rush, Improved Critical (gore), Mobility, Power Attack, Run, Weapon Focus (gore)
Skills Acrobatics +11, Handle Animal +13, Intimidate +19, Knowledge (nature) +12, Perception +22, Sense Motive +13, Stealth +7 (+15 in forests), Survival +13, Swim +26; Racial Modifiers +8 Stealth in forests
Languages Celestial, Common, Druidic, Sylvan (can’t speak any language); speak with animals
SQ bugle, cascade of spears

Bugle (Ex)

The Stag can make a distinctive call that can be heard for miles. All who worship the god it serves immediately recognize the sound and know the direction and general distance to it.

Cascade of Spears (Su)

Once per day, the Stag can shed fragments of its antlers, creating up to 18 +1 shortspears, +1 spears, or +1 longspears in any combination (or substitute five +1 arrows or +1 crossbow bolts for each spear). These weapons retain their magic for 18 minutes, after which they become common weapons made of antler.

Heroes’ Feast (Sp)

The Stag lies down and dies to begin the “casting” of this ability, its body becoming a magical feast feeding up to 18 creatures. At the next sunrise, it returns to life with full hit points.

Protective Aura (Su)

This ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws, but only against attacks or effects from evil creatures.

Environment any
Organization unique
Treasure none

Ecology

The Grim White Stag doesn’t need to eat but enjoys a few bites of the rich grass, wild berries, hay, corn cobs, and other vegetable matter often fed to domesticated herds. He normally only eats to be polite or (though more so in the ancient days than now) to show he accepts an offering made by worshipers. He recognizes that his strength can easily harm others, including plant life; he is cautious when moving through forests so as to not crush trees with the force of his passage. Most natural forest creatures possess an instinctual understanding of the Great White Stag and move aside as it passes, typically meaning that only unwary monsters, oblivious hunters, and others with no right to be in the forest fall as accidental victims to the herald’s passage.

Habitat & Society

Pathfinder Campaign Setting: Inner Sea Gods © 2014, Paizo Publishing, LLC; Authors: Sean K Reynolds, with Amanda Hamon, James Jacobs, John Ling, Mark Moreland, David N. Ross, F. Wesley Schneider, Amber E. Scott, Tork Shaw, James L. Sutter, Jerome Virnich.