Free interactive D&D 5e SRD stat block

Deer

Medium Beast, CR 0, AC 13, 4 HP. Unaligned.

A graceful deer standing alert in a misty forest clearing at dawn.
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Medium Beast, Unaligned

AC
13
Initiative
+3 (13)
HP
4 (1d8)
Speed
50 ft.
ScoreModSave
STR 11 +0 +0
DEX 16 +3 +3
CON 11 +0 +0
INT 2 -4 -4
WIS 14 +2 +2
CHA 5 -3 -3
Skills
Perception +4
Senses
Darkvision 60 ft.; Passive Perception 14
Languages
None
CR
0 (XP 10; PB +2)

Traits

Agile. The deer doesn't provoke an Opportunity Attack when it moves out of an enemy's reach.

Actions

Ram. Melee Attack Roll: +2, reach 5 ft. Hit: 2 (1d4) Bludgeoning damage.

How to run Deer

A deer is not a combatant, a mount, or a quest-giver. It is a piece of the world the party has decided to care about, and the entire trick of running one well is making the players feel that care without asking them to roll for it. The stat block is 4 HP, AC 13, walk 50 ft., Passive Perception 14, with a Ram action at +2 for 2 damage (1d4) and Agile trait that prevents opportunity attacks. There is almost nothing here mechanically. Treat the deer as a noun, not a verb.

The most common ally framing is the druid's animal companion, a Find Familiar reflavor that the DM has agreed to honor as a deer rather than the standard list, or a wild creature that the party has fed once and now follows them at a polite distance. Another is the courier role: a noble's pet hart that the party is escorting back to the estate, or a sacred deer the temple has asked them to walk to a shrine without harm. Whatever the frame, the deer cannot defend itself, so the players are responsible for it. That responsibility is the whole gameplay loop.

In a scene, the deer's value is the 50 ft. walk speed and the Perception. Send it ahead on a forest trail and use its body language to telegraph what is around the next bend. Ears up means a sound the party has not heard yet. Tail flicking means it is nervous. A bolt straight back the way you came means a predator is close and the party has about ten seconds to get into cover. None of this requires a roll. The DM narrates and the players react.

Have the deer get hurt once. A snare, a lucky arrow from a bandit, a wolf that the party did not see in time. Let them choose whether to spend a healing spell on a beast that will not ever thank them. The campaign that gets a yes there is a different campaign than the one that gets a no.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

How to use this page

  • Click any number in the stat block, attacks (+12), damage (2d6+7), save DC (DC 20), ability mods, saves, or skills, to roll dice instantly.
  • Shift + click for advantage. Ctrl/⌘ + click for disadvantage.
  • Click a spell name for a quick reference card.
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