The Dragonlance Nexus

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White Stag, The

D&D 3e (3.0/3.5) Rules

by James O'Rance

Large Magical Beast
Hit Dice: 10d10+30 (85 hp)
Initiative: +9 (Dex bonus, Improved Initiative)
Speed: 60 ft.
AC: 24 (-1 size, +5 Dex, +10 deflection)
Attacks: Antler +14 melee, 2 hooves +12 melee
Damage: Antlers 1d12+4, hooves 1d6+2
Face/Reach: 5 ft. by 10 ft. /5 ft.
Special Attacks: Death-curse
Special Qualities: Spell-like abilities
Saves: Fort +10, Ref +12, Will +6
Abilities: Str 18, Dex 21, Con 17, Int 14, Wis 16, Cha 16
Skills: Hide +12, Listen +12, Move Silently +12, Spot +12, Wilderness Lore +11
Feats: Alertness, Dodge, Improved Initiative, Mobility, Track
Climate/Terrain: Temperate forests, plains, and mountains
Organisation: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always lawful good

The white stag is an enchanted wild stag chosen by the gods of good to serve as their messenger. It has been granted divine abilities to aid those of good alignment.

This divine messenger resembles a pure white stag of over seven feet in height, excluding the magnificent rack of antlers. At night, its coat radiates a soft glow of white light. When angered, its eyes burn fiery red. The white stag can communicate telepathically, although it only chooses to do so with the pure of heart. The white stag is most often active at night, sleeping during the day.


The white stag makes attacks similar to those of a normal animal of its kind, although its superior size and strength enable it to inflict significantly more damage. The white stag cannot be captured; if necessary, it fights to the death.

Death-curse (Su): if the white stag is killed, its body immediately disappears and dark thunderclouds form overhead. These follow the killers for seven days, during which they suffer a -1 sacred penalty to the Armour Class.

Spell-Like Abilities: At will — detect good, detect thoughts, find the path, speak with animals; 3/day — bless. The white stag uses these abilities as the spells cast by an 11th-level cleric (save DC 18).

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