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
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)
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
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.
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.
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.
The Grim White Stag is rarely seen in the flesh more than once in a generation. All good creatures of the forest recognize his might and near-divinity and fall in behind him when they hear his bugling call to war. Other than his mighty summons, he does not speak to humanoids, though he understand several languages of mortals, fey, and heavenborn.
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.
Stories tell that long ago the Stag would travel in spirit form and sometimes possess the bodies of druids or shamans, speaking to the faithful or calling for the conservation of herds that were being over-hunted, but this was always temporary. There is little evidence that any of his divine power lingered in these primitive priests, though some cave paintings show more than one deer-headed man leading a tribe in a hunt, possibly indicating some sort of unusual magic or sorcerer bloodline based on the Stag’s essence.
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.