Witch Elk of the Dying Grove

medium monstrosity, chaotic neutral

D&D 5.5 / SRD 5.2

Challenge 5 (1,800 XP)

Available with DM subscription
STR
16 (+3)
DEX
14 (+2)
CON
17 (+3)
INT
14 (+2)
WIS
16 (+3)
CHA
16 (+3)

Proficiencies & Senses

Saving Throws str, wis
Skills
Stealth +5, Survival +6, Deception +6, Perception +6
Senses
darkvision 60 ft.
blindsight 10 ft.
passive Perception 16

Characteristics

Damage Vulnerabilities
Damage Resistances
bludgeoning, piercing, slashing, fire, radiant
Damage Immunities
poison, psychic
Condition Immunities
charmed, frightened
Languages Common, Elvish, Sylvan

Traits and Actions

Magic Resistance

Trait
The Witch Elk has advantage on

Multiattack

Action
Multiattack Custom
The Witch Elk makes two attacks: one with its antlers and one with its hock

Multiattack. Allows the monster to make multiple attacks in a single action.

Antler Gore

Action
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 3) piercing damage.

Hoof Strike

Action
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 3) bludgeoning damage.

Witchfire Bolt (Recharge 5-6)

Action
Frightened Condition
The Witch Elk hurls a bolt of malevolent green fire. Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 16 (3d10) fire damage, and the target must succeed on a DC 15 Charisma saving throw or be Frightened (condition) until the end of the monster's next turn.

Hexing Glare (Bonus Action)

Bonus Action
The Witch Elk turns its gaze toward a creature it can see within 30 feet. That creature must succeed on a DC 15 Charisma saving throw or Hexed: until the start of the Witch Elk's next turn, the creature has disadvantage on the next attack roll it makes.

Combat Behavior

Tactics


• The Witch Elk uses Witchfire Bolt to soften the party from a distance, applying condition-based pressure, then closes to use Multiattack once targets are Frightened or otherwise confused.
• It will use Hexing Glare on spellcasters and skirmishers to impose disadvantage on attack rolls, wearing the party down while it weaves through the timberline.
• If enemies group, it will use its glow to carve and push into the dense growth to break line of sight, then re-engage.

Monster Description

...

Monster behavior

Generating monster description... Please wait.

Ecology

Generating monster description... Please wait.

History

Generating monster description... Please wait.

Ready to Unleash Your Dungeon Master Potential?

Join thousands of DMs and turbocharge your campaign preparation with Fable Fiesta!

Register, and get access to monster abilities, combat behaviour and lore!

Sign Up Now - It's Free!

No credit card required. Start writing in minutes!