Innate Spellcasting. The Spirit of the White Stag's innate spellcasting ability is Charisma (spell save DC 14). The Spirit of the White Stag can innately cast the following spells, requiring no material components:
Charge.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d8 + 3) piercing damage. Tree Rot: A creature bit by The Spirit of the White Stag must succeed on a DC 13 Constitution saving throw or take (3d6) poison damage, half as much on a save, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes (1d6) poison damage. After three successful saves, the poison ends. Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d6 + 3) bludgeoning damage. Ram. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d6 + 3) bludgeoning damage
A large glowing white stag seemingly made of light. This creature is a thing of legend said only to appear to those that have dedicated themselves to the restoration and protection of the forests and the life within them. While some Cervan view the spirit of the white stag as an emissary of Cairith the Resolute stories and myths surrounding it paint it more as a spirit of nature itself. A being not dissimilar from the fey as it seems uninterested in the goings of the intelligent or the bipedal creatures of the world and has very specific rules that it follows with an absolute authority.
Any forest, deep enough within it to be sufficiently away from cities, towns, or villages. Though it may move closer to a settlement of some kind if it feels threatened or pushed out of its territory.