Indriks are physical manifestations of Nirn itself, which takes on the form of a majestic beast. Often appearing in a form similar to a stag, the indrik has a single horn on it's head and is covered in bright plumage. Indriks are highly intelligent and highly territorial and attack anything that is deemed a threat to it's environment. When it is slain, it's corporeal form disintegrates and it's energy is returned to Nirn.

Although they are exceptionally elusive – they can vanish in an instant, those who get the chance to get a glimpse of these magical creatures can only describe them as truly breathtaking. Few words can describe the indrik. At a glance, they can be easily mistaken for a common deer, but even the most casual observation reveals that they are so much more.

Indriks have antlers, similar to a stag, but unique in their own way. Points of the finest crystals sprout from their crowns like the branches of a glimmering tree. Like the unicorn, they have a single horn, which is both beautiful and deadly at the same time. Their bodies are covered in a tapestry of fur, feathers, and fronds that defy classification. They appear to be animal, bird, and plant, all at once. Lastly, they possess four ears, which might stand out on any other animal, but they’re hardly noticeable on a creature that is already so grand.

Y'ffre's Steed. A folk tale as old as the Altmer civilization tells of how Y'ffre the singer wove indriks out of the very essence of the forest, giving them the aspect of every living thing found within. With this in mind, it is believed that the indrik is closer to Aedra than to mortal.

Alchemical Treasures. Countless legends surround the indrik's horn. It is believed to be an alchemical cure-all; that touching one will extend your life seven- fold. It's even believed that the horn is made from Y'ffre's tears.

The horn is not the only part of the indrik that is surrounded by fable. Tales of the heart of the indrik travel wide. The heart appears as a perfect gem, resembling a crystallized ruby. The legend tells that if the heart is touched by someone with an unpure heart, a dark shadow blossoms within the crystal's center. From then on, it will curse all those who possess it with heartbreak, filling their lives with such great sorrow that it drives most to suicide.

Large Fey, unaligned

Armor Class 13
Hit Points 75 (10d10 + 20)
Speed 30 ft.

17 (+3) 16 (+3) 14 (+2) 13 (+1) 18 (+4) 12 (+1)

Saving Throws {{{saves}}}
Skills Perception +2
Damage Vulnerabilities {{{vulnerabilities}}}
Damage Resistances {{{resistances}}}
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 14
Languages understands Sylvan but can't speak

Challenge 4 (1100 XP)Proficiency Bonus +2
Charge. If the Indrik moves at least 20 feet straight towards a target and then hits it with a horn attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Magic Resistance. The Indrik has advantage on saving throws against spells and other magical effects.

Magic Weapons. The Indrik's weapon attacks are magical.

Multiattack. The Indrik makes two attacks: one with its hooves and one with its horn.

Hooves.''Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Horn.''Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Projection. The Indrik sends its spiritual form sprinting from itself in a 50 feet long line. Each creature in that line must succeed on a DC 14 Agility saving throw or be knocked prone. On a succesful save, the creature takes half damage and is not knocked prone.

Teleport (1/Day). The Indrik magically teleports itself and up to three willing creatures it can see within 5 feet of it, along with any equipment they are wearing or carrying, to a location the Indrik is familiar with, up to 1 mile away.

Innate Spellcasting.The Indrik's spellcasting ability is Willpower (spell save DC 14). The Indrik can innately cast the following spells, requiring no material components:

At will: druidcraft, gust of wind

1/day each: call lightning, entangle, investiture of flame

Found In: Bestiary of Summerset