Large fey (elk-centaur), neutral
Armor Class 15 (natural armor)
Hit Points 143 (11d10 + 55)
Speed 60 ft.
| STR | DEX | CON | INT | WIS | CHA |
| 22 (+6) | 14 (+2) | 20 (+5) | 12 (+1) | 18 (+4) | 14 (+2) |
Saving Throws Str +10, Con +9, Wis +8
Skills Athletics +10, Nature +9, Perception +12, Stealth +10, Survival +8
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, frightened
Senses darkvision 60 ft., passive Perception 22
Languages Common, Elvish, Sylvan
Challenge 14 (11,500 XP) Proficiency Bonus +5
Traits
Charge. If the actaeon moves at least 30 feet straight toward a target and then hits it with a spear attack on the same turn, the target takes an extra 14 (4d6) piercing damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.
Forest Camouflage. While in forested terrain, the actaeon can attempt to hide even when only lightly obscured by foliage. While stationary or moving at half speed through woodland, it has advantage on Dexterity (Stealth) checks. It cannot be tracked in woodland terrain except by magical means.
Keen Hearing and Smell. The actaeon has advantage on Wisdom (Perception) checks that rely on hearing or smell. It cannot be surprised in woodland terrain and automatically detects any creature that entered its territory within the past 24 hours.
Lord of the Wood. Beasts with an Intelligence of 4 or lower will not attack the actaeon unless magically compelled. The actaeon can communicate simple ideas and commands to beasts telepathically within 1 mile.
Magic Resistance. The actaeon has advantage on saving throws against spells and other magical effects.
Terrifying Reveal. When the actaeon emerges from hiding to initiate combat, each creature within 60 feet that can see it must succeed on a DC 15 Wisdom saving throw or be frightened until the end of its next turn. Creatures of CR 3 or lower that fail this save are frightened for 1 minute and must use their movement to flee on each of their turns.
Actions
Multiattack. The actaeon makes three attacks: two with its spears and one with its antler gore. It can replace both spear attacks with its Polymorphic Breath if available.
Spear. Melee or Ranged Weapon Attack: +10 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 13 (2d6 + 6) piercing damage, or 15 (2d8 + 6) piercing damage if used with two hands in melee. The actaeon carries 2d4 additional spears.
Antler Gore. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage. On a hit, the target must succeed on a DC 18 Strength saving throw or be knocked prone and grappled (escape DC 18). While grappling with its antlers, the actaeon cannot make spear attacks. A grappled creature takes 7 (2d6) crushing damage at the start of each of the actaeon’s turns.
Polymorphic Breath (Recharge 5-6). The actaeon exhales in a 30-foot cone. Each creature in the area must make a DC 17 Wisdom saving throw. On a failed save, the creature is transformed into a beast (d6: 1—owl, 2—squirrel, 3—deer, 4—fox, 5—badger, 6—hare). The transformation lasts until the creature succeeds on a DC 17 Wisdom saving throw made at the end of each of its turns (maximum once per day), or until ended by remove curse, greater restoration, or wish. On a successful save, the creature still transforms but reverts automatically after 24 hours.
Woodland Summons (1/Day). After 10 minutes (or 1 minute in combat), 1d6 creatures arrive to serve the actaeon. Roll a d6 for each: 1—boar, 2—brown bear, 3—centaur, 4—griffon, 5—giant lizard, 6—treant (counts as three summoned creatures). Summoned creatures act on the actaeon’s initiative.
Bonus Actions
Forest Meld. While in wooded terrain, the actaeon takes the Hide action.
Reactions
Brace. When a creature charges the actaeon (moves at least 20 feet toward it and enters its reach), the actaeon can make one spear attack against it. On a hit, the attack deals an additional 13 (2d12) piercing damage.
Legendary Actions
The actaeon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Spent legendary actions are regained at the start of its turn.
Detect. The actaeon makes a Wisdom (Perception) check.
Hoof Stamp (Costs 1 Action). The actaeon makes one stomp attack against a prone creature within 5 feet: +10 to hit, Hit: 16 (3d6 + 6) bludgeoning damage.
Vanish (Costs 2 Actions). The actaeon moves up to its speed without provoking opportunity attacks and takes the Hide action.
Lair Actions
On initiative count 20 (losing initiative ties), the actaeon can take one lair action when in its home grove territory. It can’t take the same lair action two rounds in a row.
Entangling Roots. Grasping roots erupt in a 20-foot radius. The area becomes difficult terrain until initiative count 20 on the next round. Each creature in the area must succeed on a DC 15 Strength saving throw or be restrained until the roots wither.
Shrouding Canopy. Branches knit together overhead, heavily obscuring a 30-foot-radius area until initiative count 20 on the next round. The actaeon can see normally through this effect.
Beast Call. One beast of CR 2 or lower within 1 mile immediately moves up to its speed toward the grove and joins the encounter on its next turn.
