Deer Woman
Deer Woman — The Encounter
Antlered huntress of the deep wood, luring the faithless to ruin · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Deer Woman
Where the forest road thins to a deer-track and the lanterns of home fall behind, she waits. The grimoires of the borderlands name her the Antlered Huntress, a spirit of the deep wood who takes the shape of a beautiful woman to the eye of the unworthy traveller, the wanderer who has broken faith with kin or oath. She walks beside him through the trees, sweet of voice, until the path ends and the antlers rise, and the truth of her cloven feet drums down upon him. The old folk leave no quarrel with the forest unsettled before they travel, for she punishes betrayal and cruelty above all sins. To the honest woodsman she is mercy and a guide; to the faithless she is the last face seen. Hunters who find a ring of split-hoof prints around a man's bones know not to follow them, and burn juniper at the wood's edge to keep her gaze from the village gate.
Run Deer Woman in Sixty Seconds
- She is a skirmisher, not a wall. Open with a 20-ft. straight charge so the hoof hit knocks a target prone, then bring the glaive down on the prone foe at advantage.
- Kill-priority: the backline. Her 50-ft. speed and Bounding Retreat let her reach the healer or caster turn one. Make the party choose between chasing her and holding formation.
- When bloodied (62 HP), commit to hit-and-run. Glaive then Bounding Retreat every round; never stand still in melee. She wins by attrition and positioning, not a stand-up fight.
- Beguiling Gait is the trap. Whenever she Dashes or Disengages, charmed or just-wounded foes burn their reaction to follow her, straight into difficult terrain or an ally's reach.
- Three ways to run her: lone wood-road ambusher that lures one PC off the path; flanking outrider beside a flagship boss; or a charm-themed pair with a Sylvan caster who sets up her Beguiling Gait pulls.
Deer Woman
Large fey, neutral
CR 6 · 2,300 XP · GUIDELINECharging Hooves. If the deer woman moves at least 20 ft. straight toward a target and then hits it with a hoof attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage and must succeed on a DC 14 Strength saving throw or be knocked prone.
Beguiling Gait. Signature. A creature charmed by the deer woman, or one that has taken damage from her this turn, sees her flight as an invitation. When she uses the Dash or Disengage action, each such creature within 30 ft. that can see her must succeed on a DC 14 Wisdom saving throw or use its reaction (if available) to move its speed toward her, ignoring difficult terrain.
Actions
Multiattack. The deer woman makes two attacks: one with her glaive and one with her hooves.
Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 14 (2d10 + 4) slashing damage.
Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Bonus Actions & Reactions
Bounding Retreat. Bonus Action. The deer woman takes the Disengage action and may move up to half her speed without provoking opportunity attacks.
A stag's powerful lower body carries a fierce armored woman crowned with sweeping antlers, her long bladed glaive planted like a hunting standard in the broken earth.
Deer Woman, Bound
Companion · acts on your initiative
Bound · GUIDELINEWary Step (signature). The fawn-spirit has advantage on Dexterity (Stealth) checks and cannot be tracked except by magical means while it remains in forested terrain.
Actions
Goring Antlers. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) piercing damage.
Reactions
Shared Flight. When the deer woman uses Bounding Retreat, the fawn-spirit may move up to half its speed without provoking opportunity attacks.
A slender white fawn that shadows the huntress, vanishing into bracken and reappearing at her flank.
Guideline numbers — formula-tuned and read from the miniature's design, not yet table-proven. Tell us how it ran in the comments.
How It Fights — by Tier
Same creature, scaled threat. The traits never change; only the numbers move.
Open with a charge so the hoof hit knocks a frontliner prone, then glaive the prone target. If the party clusters, Beguiling Gait drags a charmed or wounded foe out of formation. Kill-priority is the healer; pair her with a beastly brute who profits from prone targets.
Lead with a 20-ft. charge to topple the squishiest target, then Multiattack the prone foe. Use Bounding Retreat each round to hit-and-run, baiting reactions with Beguiling Gait. She is an ADD-ON, not a boss: pair her with a bigger flagship threat and let her peel and isolate one PC at a time.
Run her as the harrying outrider for a flagship boss. Charge-and-prone the controller, Multiattack, then bound away before the burst lands. Beguiling Gait pulls a fleeing or charmed PC back into the boss's reach each round; kill-priority is whoever stops her movement.
Put Deer Woman on the table
Download the presupported STL and run the fight tonight — the model, and the encounter that comes with it.
Get the STL on MyMiniFactory →Clay Cyanide Companion Rules v1
How a bound creature acts
- A companion acts on its owner's initiative, immediately after the owner.
- It uses the Companion block above — roughly ×0.6 HP and damage, no recharge abilities, and at most one reaction trait.
- It moves freely; it takes its Action only while its owner is conscious.
- At 0 HP a companion is broken, not dead — restored on a long rest unless your table rules otherwise.
Original Clay Cyanide material © Clay Cyanide LLC — explicitly not the non-SRD official sidekick rules.
Questions, Asked at the Table
What CR is Deer Woman?
Her native build is CR 6 (2,300 XP), tuned for a party of levels 5-10. The record also gives drop-in CR 2 (levels 1-4) and roughly CR 11 (levels 11-15) versions; the traits stay identical and only AC, HP, to-hit, save DC and damage move between bands.
Can Deer Woman be a companion or ally?
Yes. To the honest and oath-keeping she is a guide rather than a hunter, so she works well as a temporary forest ally or quest-giver. Her bound Fawn-Spirit (AC 13, 38 HP) is the lighter companion option if you want a fey helper without a full Large skirmisher in play.
Is she solo-capable as a boss?
No. She has no legendary actions and is built as an add-on skirmisher who isolates and harries. Pair her with a larger flagship threat or a couple of lesser fey; against a full party she will be focused down quickly if forced to fight alone.
Tell Us How It Ran
This work includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC and available at dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at creativecommons.org/licenses/by/4.0/legalcode.
Clay Cyanide Miniatures is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC. This content is compatible with the fifth edition of the world's most popular fantasy roleplaying game. Companion rules, lore, names, and original mechanics © Clay Cyanide LLC.
Technical Specifications
32mm, 75mm
STL, Pre-supported STL
Standard or ABS-like resin, 0.05mm layer height
Yes — ready to print, optimized supports included
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