Description:
A towering, spectral elk with pale, translucent fur and eyes that glow with a soft blue light. Its breath is a fog, and its hooves make no sound. The Ghost Elk is a guardian of the forest, benevolent to the kind-hearted, but merciless to those who would bring destruction.
Immunity: Ghosts are immaterial beings and immune to all damage except magic and fire. A defeated ghost is only banished for one shift, after which it returns. The only way to banish the Ghost Elk permanently is to cast PURGE (page 64) or solve whatever problem keeps it bound to the world of the living.
Ferocity: 2 Size: Large
Movement: 16 Armor: (null) HP: 28
MONSTER ATTACKS
D6 Attacks:
1: Ghostly Antlers – The Ghost Elk charges with its mighty antlers. The victim is knocked back 2D8 meters, suffers the same amount of bludgeoning damage, and lands prone. This attack is not affected by armor.
2: Haunting Trumpet: A chilling cry echoes through the forest. Any creature within 10 meters must make a Fear Roll.
3: Repentant Stare: The Ghost Elk towers over up to two player characters staring directly into their souls with its dead eyes. The victims see their life pass before their eyes and are tormented by grotesque visions of all their dead friends and foes. The victims becomes Scared, suffers a fear attack and gets a Bane on their WIL rolls.
4: Spiritbound Charge: Passes through terrain and enemies. Up to 2 targets take d10 ethereal damage that bypasses armor, also inflicts the Scared Condition.
5: Trample the Soul: The Ghost Elk knocks down one character, causing 2d6 bludgeoning damage and Dazed. Target starts their next turn prone. Armor has no effect.
6: Moonlit Glare: Locks eyes with a foe. If the target has harmed a beast or desecrated nature in the last day, they take 2d4 damage and are blinded for 1 round.
ENCOUNTER: The Trail of the Ghost Elk

Scene Setup:
The forest is a dripping mess. For three days and nights, the skies have unleashed a storm of epic proportions. Travel is miserable. Tents leak. Firewood is soggy. Tempers fray. Sleep is almost impossible, and worse—strange sounds drift through the woods at night. The group is near the edge of exhaustion.
Suddenly, a haunting trumpet-call echoes from the mist. Emerging from between the shadowed trees is the Ghost Elk, its body glowing faintly in the downpour. It watches the party from a distance.
What Happens Next:
If the group respects nature or has aided animals in the past, the Ghost Elk will slowly turn and walk away, pausing to make sure they follow.
Spot Hidden reveals the tracks of other elk moving in the same direction, fresh despite the rain.
Following the Ghost Elk leads the group to a hidden cave nestled beneath a moss-covered overhang. It’s surprisingly dry. Inside, they find a stack of dry firewood, a circle of stones for a fire, and even a small cache of edible mushrooms and roots, suggesting someone (or something) maintains the cave as a refuge.
Optional Additions:
– If the group ignores the Ghost Elk or acts aggressively, it will vanish only to reappear later in a fury if they harm animals or defile nature.
– If the group includes an Animist, Witch, elf, or beast-lore inclined character, they may recognize the Ghost Elk as a forest guardian spirit, whispered about in old tales.
– On the cave wall is a faded pictograph of the Ghost Elk, antlers raised, fending off a many-limbed shadow demon, a clue to its origin.
GM Notes:
– This encounter can serve as a moment of peace and recovery, a reward for kind-hearted players who haven’t resorted to violence against the wilds.
– Alternatively, if you’re weaving in a larger plot about demons or corrupting forces, this spirit might become a recurring ally or even quest-giver.
– Its role straddles mystic protector, test of moral compass, and weather-weary savior, a perfect side story with soul.

