Deer: The Anchor of a Forgetful Forest

Deer are not normally known to be scary creatures. Sure, in our world they account for tens of thousands of injuries and hundreds of deaths, but that’s mostly because of car accidents, not because deer decide to throw hands.

By themselves, in a glittering sunlit glade, though? A deer is delicate, ethereal, a spirit of the wood that is too pure to be sullied by something so base as violent and death.

And that’s how you get your players.

A deer at full sprint is less a creature and more a sudden event. They decide in a heartbeat whether they’re going to bolt, freeze, or run through whatever’s in front of them.

Sometimes a tree, sometimes a wolf, sometimes your party’s cleric.

Image © Wizards of the Coast. Used here under their Fan Content Policy. Not official content.

Mechanically, though, Wizards of the Coast haven’t really made deer to be physical threats to your party unless they’re Level 1 and have accumulated a couple of levels of exhaustion. A Deer is CR 0, has a whopping 4 HP, and can do about 1d4 worth of damage if it’s lucky enough to hit. It doesn’t trigger opportunity attacks, though, and has excellent passive perception.

Still, you’re not exactly going to create a legendary battle with a deer.

This means you have to think about what deer are like as creatures, and what role they play in your world.

Ask any city-dweller or child of suburbia and they’ll tell you: there’s something beautifully weird about Deer. The way they walk, the way they become instantly still and then flee. It’s like they’re operating on a different set of rules than normal woodland creatures.

And you can play on that, if you want to use Deer to utterly freak out your Party.

Picture this: the Party is traveling through the wilderness. At the treeline, they see a Deer. It’s standing perfectly still, its elegant head facing your players, watching them carefully. No sound. No hoof-scuff or snort. Just silently staring.

Your Party decides it’s nothing to worry about. They look away, back towards the road.

One of your players looks back.

It’s closer now.

Not running or charging. Just there, standing still.

Don’t over-explain. Let their brains do the screaming for you.

When that Player locks eyes with the Deer, have them roll a Wisdom Saving Throw. Let’s say DC 12.

There’s something regretful about deer. Their faces alone look like they’re questioning every decision that brought them here. And when they die, whether by arrow or accident, the pang of regret is real. You didn’t mean to hurt something so beautiful. You just didn’t get out of its way in time.

Unsplash – Philipp Pilz

Now you have to watch this forest beauty die in agony, broken and bleeding.

When your Player fails the Wisdom save, they are paralyzed with regret. Have them talk through the last bad decision their character made that they truly regret, and why. Maybe the character is compelled, able to talk as they reveal their secret heart to their Party members. The emotion hits so hard that they can’t move. Just experience a few minutes of solid character work.

Of course, the Deer doesn’t attack during this. That’s not what it’s there for. It just watches. And waits.

The Deer isn’t malicious.

It’s a glitch. An error state in the world that your Players have walked into.

And it is not going away.

It’s important to remember that the Deer never moves “on screen,” as it were.

The Party blinks, and the Deer is closer.

Someone checks the map, and the Deer is close enough to smell.

The Wizard finally drops concentration, and the Deer’s antlers are mere inches from their cheek.

Its hooves never make a sound. Its posture never changes. But it is always.

Getting.

Closer.

This is where you can reveal that the Deer isn’t stalking the Party. It means them no harm. This isn’t one of Dr. Who’s Weeping Angels.

It’s not even technically approaching the Party. Something is pulling the Party towards it. Re-orienting the forest in tiny, important ways to bring them closer and closer.

This Deer isn’t really a Beast at all. It’s the one anchor point for a forest that is forgetting what it is, and it desperately needs your Party to finally remember.

Like so many Beasts here in this project, the best way to use a Deer is to think about what you want the Deer to mean.

Deer are prey. Subject to weather, climate, predators, and the carelessness of humanity. They live and die according to forces that are far beyond their control.

Your Party will soon realize that the danger is not that the deer moves.

It’s that the world moves you.

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