b'Deerling \n'b'  Small   fey  (shapechanger),  chaotic good  \n'b'  Armor Class  15 (natural armor)  Hit Points  66 (12d8 + 12)  Speed  40 ft.\n'b' STATS STR: 8 (-1) DEX:  17 (+3)  CON:  13 (+1)  INT:  15 (+2)  WIS:  12 (+1)  CHA:  20 (+5)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Deception  +9,  Insight  +5,  Perception  +5,  Persuasion  +9,  Stealth  +7  Senses   darkvision  60 ft., passive  Perception  15  Languages  Common, Elvish, Sylvan  Challenge  4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Fey Ancestry . The deerling has advantage on saving throws against being  charmed , and magic can\xe2\x80\x99t put the deerling to sleep. \n'b'  Innate Spellcasting . The deerling\xe2\x80\x99s innate spellcasting ability is  Charisma  (spell save DC 14). The cuca can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b'  At will : friends,  invisibility  (self only) \n'b'  2/day :  entangle  \n'b'  1/day :  mass cure wounds  (14 or 2d8+5) \n'b'\n'b'  Nature Stride . The deerling ignores movement restrictions caused by roots, overgrowth, and other naturally occurring impediments. \n'b'  Shapechanger . The fey can use its action to  polymorph  into a Small or Medium humanoid, or back into its true form. Without antlers, the fey loses its gore  attack . Other than its  size  and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b'\n'b' ACTIONS \n'b'\n'b'  Gore (Fey Form Only) .  Melee Weapon Attack : +7 to hit, reach 5 ft., one target.  Hit : 9 (1d10 + 4) piercing damage. The target must succeed on a  Strength  saving throw (DC 14) or it is forced  prone . \n'b'  Charger . When the deerling uses the  Dash  action, she can use a bonus action to make one Gore  attack  or to shove a creature. If she moves at least 10 feet in a straight line immediately before taking this bonus action, the deerling either gains a +5 bonus to the  attack \xe2\x80\x98s damage roll (if she chose to make a Gore  attack  and hit) or push the target up to 10 feet away from her (if she chose to shove and she succeeded). \n'b'  Charm . One humanoid the fey can see within 30 feet of it must succeed on a DC 15  Wisdom  saving throw or be magically  charmed  for 1 day. The  charmed  target obeys the fey\xe2\x80\x99s verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fey\xe2\x80\x99s Charm for the next 24 hours. The fey can have only one target  charmed  at a time. If it charms another, the effect on the previous target ends. \n'b'\n'b' ABOUT \n'b' Herds of deer, elks, and moose roam the forested areas of Hunatii, particularly near the Hunatii Expanse. The halflings who call the region home revere the antlered beasts as gifts from Theia, able to provide food, clothing, and bone for tools and weapons in one beast. \n'b' Hunatii oral tradition also speaks of a deer-like entity known by many as the deerling, who blesses strong relationships with good health and, where applicable, fertility. Those who would destroy such relationships are instead hunted by the deerling, charmed and enticed by her. Once somebody is trapped by her power, the deerling either leaves her victim in an embarrassing situation that makes their indiscretion obvious to all, or kills them. \n'b' While rare, deerlings have been known to take on the mantle of adventurer. Leaving their mystical homes causes the deerlings to lose some of their inherent power, though they remain mischievous and their love for love (even platonic) never dies. \n'b' Being from hunatii, deerling is typically a halfling culture, and is treated as such here. \n'b' Deerling Traits \n'b'  Ability Score Increase . Your  Charisma  score increases by 1. \n'b'  Fleet of Foot . Your base walking speed increases to 30 feet. \n'b'  Natural Charmer . You know the friends cantrip.'