A towering elk-centaur whose brown hide melts into the forest like morning shadow — still and silent until the woods are threatened, then a hurricane of antler, spear, and transforming breath.
Core Statistics #
| Stat | Value |
|---|---|
| Hit Dice | 11d8** (avg 54 HP) |
| AC | 14 |
| AV | 4 (melee) / 2 (missile) |
| HR | +6 |
| FR | +6 |
| FD | 19 |
| Move | 150 ft (50 ft encounter) |
| Attacks | 2 spears (1d6+6 each) / 1 antler gore (2d8), OR breath weapon (special) |
| Save As | Cleric 11 |
| Morale | 10 |
| Treasure | Type B (in woodland grove or den) |
| Alignment | Neutral |
| CR | 14 |
| Size | Large |
| Intelligence | Average (INT 12) |
| XP | 2,700 |
| Load | 3,000 cn full speed / 6,000 cn half speed |
AC/AV Reasoning #
The RC original is AC 3 (descending) — equivalent to banded armor or better. The Actaeon wears no manufactured armor; its protection comes from dense elk hide covering its entire body. In the Skills-Based framework this hide is treated as natural Scale/Banded equivalent:
- AC 14 — The Actaeon is Large (inherently harder to maneuver around than a human), fast, and constantly in motion. Its size and speed keep it from being an easy target, but it is not acrobatic like a smaller creature. AC 14 reflects this: it is a challenging target but not an impenetrable one.
- AV 4 (melee) / AV 2 (missile) — Thick elk hide across the torso and haunches absorbs weapon blows meaningfully (equivalent to chain mail). Missile AV is lower as arrows find exposed joints and the face/chest more easily at range. The AV is what makes the Actaeon durable in prolonged combat — attackers find their damage reduced after each hit.
- FD 19 — Large creature (+2 size), exceptional STR implied by 1d6+6 spear damage (+6 STR bonus), plus hide’s FD bonus (+2 banded equivalent). An Actaeon that plants its hooves is extraordinarily difficult to shove or trip. Formula: 10 + STR mod (+6) + Size (+2) + Armor FD (+2) = 20, rounded to 19 to reflect that while it is massive it is also a swift creature, not a stationary one.
Skill Slots (13 total — 11 HD = 8 base slots at 9 HD, +4 for HD 10–11, rounded per the rule) #
Skill budget: 3–4 base slots (1–8 HD tier), then +5 at 9 HD, +1 per HD above 9. At 11 HD: 4 base + 5 (at 9th) + 2 (HD 10–11) = 11 slots. The Actaeon is a named rare monster of Cleric-11 equivalent power — it receives the full budget.
| Slot | Skill / Ability | Notes |
|---|---|---|
| 1 | HR Investment (Expert) | HR +6; spear attacks at Expert Mastery rank |
| 2 | FR Investment (Skilled) | FR +6 for antler gores, shoves, and grapple with elk forelegs |
| 3 | Nature Lore (Expert) | Knows all woodland creatures, plants, weather, and terrain within its home range; +4 to any check involving forest knowledge; can identify tracks, poisons, and seasonal patterns instinctively |
| 4 | Stealth — Woodland Camouflage (Expert) | Effectively invisible in light or dense woods — treat as the Invisibility spell while stationary or moving at half speed through wooded terrain. Moving at full speed requires an opposed Alertness or WIS check (DC 15) to detect. This is not magical invisibility — it is patterned-hide concealment so perfect as to be functionally equivalent. True Seeing and Detect Invisible do not automatically reveal it; only sound, scent, or physical disturbance will |
| 5 | Survival (Forest Mastery) | Can navigate, find food, and sustain itself anywhere in temperate forest; can guide others; immune to getting lost in woodland terrain |
| 6 | Animal Training (Master) | Can communicate intent (not language) to all natural woodland animals; creatures of Animal intelligence will not attack an actaeon without magical compulsion; summoned woodland creatures follow its direction instinctively |
| 7 | Alertness (Expert) | Cannot be surprised in woodland terrain; +4 to Initiative in forest; detects intruders in its home territory within 1 mile by sound, scent, and woodland creature behaviour |
| 8 | Conjure Companion — Woodland Summons (Sovereign Mote rank, 1/day) | Summons 1d6 woodland creatures in 1d4 turns; see Special Attacks for creature table and mechanics |
| 9 | Bravery (Master) | Immune to mundane fear; +4 to saves vs. magical fear effects; morale 10 reflects this — it does not break easily when defending its forest |
| 10 | Intimidation (Expert) | When the actaeon reveals itself from camouflage, all opponents must make a Morale check or suffer –2 HR and –2 to saves for 1d4 rounds from the sheer terror of the apparition. Creatures of 4 HD or fewer must Save vs. Spells or flee for 1d6 rounds. |
| 11 | Polymorphic Breath (Sovereign Mote rank, 1/day) | The breath weapon is a divine natural power at Sovereign Mote rank; see Special Attacks. Treated as a 6th-level Druid effect equivalent for the purposes of magical countermeasures and dispel attempts |
Optional Spellcaster Variant (per RC p.215 note): If the Actaeon is a spellcaster, replace slots 10–11 with Cleric/Druid spellcasting at up to 6th level. Add Meditation (Baccara rank) to restore one expended daily power per extended rest. See Spellcasting / Motes section below for the full spellcaster build.
Martial Style #
Primary Style: Linear (Expert rank) — The Lancer, applied to thrown/thrusting spears Secondary Style: Hard (Skilled rank) — Antler gore, pure devastating mass
Rank: Expert (Linear / spear), Skilled (Hard / antler)
The Actaeon’s fighting philosophy mirrors the elk’s own: it charges from cover with explosive force, drives straight through the target’s defenses, and uses reach and mass to prevent counter-attack. The Linear style reflects its spear technique — it is not a fencer or a wrestler. It closes the gap fast (150 ft move), launches two spears in a coordinated double-thrust (both at HR +6 with Linear Expert’s –2 AC penetration), then uses the antler gore as a finisher if the target survives.
Linear Expert Benefits Applied:
- Each spear attack reduces the target’s effective AC by –2 for that attack roll only
- Brace ability: Double damage against any opponent who charged the actaeon (the spear is braced into oncoming momentum — both spears deal 2d6+12 total on a charge)
- Deep Wound: On a natural 19–20 with a spear, the target Saves vs. Death Ray or takes 1d4 bleeding damage per round until a Healing skill check is made (DC 12) or Cure Light Wounds is applied
Hard Skilled Benefits Applied (antler):
- Antler gore deals 2d8 damage (+STR bonus already factored into base damage)
- On a natural 19–20, target Saves vs. Death Ray or is knocked Prone (Smash equivalent)
- At Skilled rank the antler carries +1 to AC bonus (passive defensive positioning when head is lowered)
Combat Breath (CB): Base CB = 8 (Large creature equivalent, Fighter-class HD) + 2 (Expert rank milestone) = 10 CB. The actaeon spends 1 CB per round it uses Mastery Surge (to access Expert Linear statistics for spear attacks) and 1 CB when it uses Intimidation on reveal. It will reach Winded after 8–10 rounds of sustained peak combat — rare in practice since most fights it initiates end quickly.
Combat Maneuvers #
Charge + Double Spear (1 CB): When the actaeon has moved at least 30 ft in a straight line before attacking, both spear attacks gain the Lance Attack bonus — each deals double damage (roll 1d6+6, multiply by 2). Both spears are thrown simultaneously in BECMI terms (Maneuver and Missile phase), not a Melee phase action. Targets must be within 60 ft at the end of the charge movement.
Antler Gore — Sweep and Pin (FR +6): After hitting with the antler, the actaeon may attempt a Wrestling maneuver using the antler tines as leverage (FR +6 vs. FD). On success by 5+: target is Prone and pinned under the rack. Pinned targets take 1d6 crushing damage per round and suffer –4 to all actions. The actaeon must maintain the pin with its antlers, preventing it from making spear attacks while pinning. On success by 10+: target is pinned and may not move until the actaeon releases or is forced off.
Shove (FR +6, d8 Shove die): As a Large creature with FR +6, the actaeon can Shove Medium creatures with devastating effect. The Shove die starts at d8 (Large size) and increases two steps from FR +6 to d12. Standard Shove Results apply — a Double Result (2× Resist) pushes 10 ft and forces a Paralysis save or prone. Against creatures near obstacles (trees, boulders, ravine edges) this is potentially lethal.
Reveal Charge (Ambush from Camouflage): When launching from Stealth the actaeon counts as charging (double damage on first spear or antler strike) and automatically gains the Initiative Surprise result (1–5 on d6, as stated in RC). The Intimidation check (slot 10) triggers immediately on reveal before any attacks resolve.
Special Attacks #
Polymorphic Breath Weapon (1/day) #
Area: 10 ft × 10 ft × 10 ft cube, origin at actaeon’s mouth Phase: Magic and Manifestation (declared in Phase 1 Intentions) Range: 10 ft (the cube extends from the actaeon’s face forward)
All creatures within the area must Save vs. Dragon Breath:
| Save Result | Effect | Duration |
|---|---|---|
| Failed save | Polymorphed into a normal forest creature (see table below); full polymorph as per the Polymorph Others spell | Permanent until magically reversed (Dispel Magic, Remove Curse, Wish) |
| Successful save | Partial transformation — the target still changes form | 24 hours, then reverts automatically |
Polymorph Target Table (d6):
| d6 | Forest Form |
|---|---|
| 1 | Owl (fly 120 ft, night vision, tiny, 1 HP) |
| 2 | Squirrel (climb 60 ft, tiny, 1 HP) |
| 3 | Deer (move 120 ft, medium, 4 HP) |
| 4 | Fox (move 60 ft, small, 2 HP) |
| 5 | Badger (move 40 ft, burrow 10 ft, small, 3 HP) |
| 6 | Hare (move 90 ft, tiny, 1 HP) |
Mechanical Notes:
- The polymorphed creature retains its mental capacity (INT, WIS, CHA scores) and memories but cannot speak or use equipment. Spellcasters cannot cast spells while in animal form.
- The effect is not an illusion and cannot be disbelieved — it is a genuine physical transformation.
- The actaeon uses this breath weapon only against those who commit wanton slaying of woodland creatures. It is a judgement, not an opening gambit. The DM should use it as a consequence tool rather than an opening strike.
- A Dispel Magic (caster level 11+) cast on a permanently polymorphed victim will restore them. A successful Save vs. Spells by the victim (not the initial breath save — a separate roll) once per week also represents fighting the transformation.
- AV does not apply to the breath weapon effect — polymorph is a magical transformation, not a physical damage effect.
Woodland Creature Summons (1/day) #
Phase: Magic and Manifestation Arrival: 1d4 Turns (10–40 minutes) after summoning Quantity: 1d6 creatures
Roll d6 for each creature summoned independently:
| d6 | Creature | Notes |
|---|---|---|
| 1 | Boar | RC stats; attacks anyone the actaeon designates as a threat |
| 2 | Bear (Black or Brown) | RC stats; fiercely loyal while actaeon is present |
| 3 | Centaur | RC stats; arrives with short bow and spear, will fight intelligently |
| 4 | Griffon | RC stats; aerial support; will not enter dense forest canopy |
| 5 | Chameleon Lizard | RC stats; uses camouflage in concert with actaeon; excellent for reconnaissance |
| 6 | Treant | RC stats; single treant counts as 3 creatures for CR purposes; only rolls this result once per summoning |
Summoned creatures obey the actaeon’s intent through its Animal Training (Master rank) and depart when dismissed or when combat ends. If the actaeon is slain while creatures are present they act on their last instructions for 1d6 rounds then disperse.
Spear Throw #
Both spears may be thrown rather than used in melee (range: 10/20/40). The actaeon carries additional spears (2d4) in a back-strapped bundle. Thrown spears deal 1d6+6 (STR bonus applies to thrown weapons as per BECMI rules). The actaeon prefers throwing one spear to open engagement while closing, then switching to melee double-thrust on the following round.
Spellcasting / Motes #
Standard (Non-Spellcaster) Build #
Mote Rank: Sovereign (divine nature power, innate) Focus Type: Antlers (natural focus — the rack functions as an attuned Crystal at Sovereign rank for nature-domain effects only)
The actaeon is not a spellcaster in the conventional sense. Its two Sovereign-rank innate powers (polymorph breath and woodland summons) are the equivalent of two Sovereign-rank Mote effects. These are divine gifts of its nature-guardian role rather than memorised magic. They cannot be dispelled as spells in progress — they are physical exhalations and spiritual compulsions respectively — but a Dispel Magic targeted at the actaeon itself suppresses these abilities for 1d6 rounds if the caster level exceeds 11.
Spellcaster Variant Build (per RC p.215) #
If the actaeon is a spellcaster, it casts as a Cleric 11 or Druid 11 equivalent. Replace Intimidation (slot 10) and Polymorphic Breath (slot 11) with the following:
| Slot | Mote Ability | Notes |
|---|---|---|
| 10 | Meditation (Baccara rank) | Recovers one expended daily Mote ability per extended woodland rest; also grants +1 to all saves while meditating in natural surroundings |
| 11 | Cleric/Druid Spellcasting (Sovereign rank) | Up to 6th-level spells; typical selections below |
Typical Spellcaster Actaeon Memorised Spells (Druid flavour):
- 3rd level (×3): Call Lightning, Plant Growth, Hold Animal
- 4th level (×2): Hallucinatory Forest, Speak with Plants
- 5th level (×1): Commune with Nature
- 6th level (×1): Transport via Plants
A spellcaster actaeon retains the Woodland Summons (1/day) but loses the Polymorphic Breath in exchange for direct divine casting. Its CR rises to 16 to account for the expanded magical threat profile.
Habitat & Ecology #
Primary Habitat: Dense temperate woodland, ancient forests, old-growth groves. Never found in open plains, deserts, or mountains. Will venture to forest edges if threats approach.
Lair: The actaeon has no true lair — it patrols a territory of roughly 10 square miles of forest, sleeping standing in dense thickets. Its “home” is a central grove where it tends to return at dawn and dusk and where its Type B treasure is concealed beneath roots and stones. Lair probability: 25% of finding the actaeon near its grove at any given time.
Social Structure: Strictly solitary. The RC listing “0 appearing” in wilderness (1 in lair) confirms this — no two actaeons share territory. They are not herd animals despite their elk characteristics. They may know the locations of nearby actaeons and will occasionally meet during seasons of great woodland threat, but they do not cooperate regularly.
Relationships: Actaeons are known members of the woodland community alongside centaurs, dryads, treants, and sylphs. They are regarded as heroes and protectors by these peoples. Druids seek them out as allies and sometimes as mentors. An actaeon will assist a Druid (Neutral alignment) without question; it will assist Neutral or Lawful rangers who demonstrate respect for the forest; it will never willingly cooperate with Chaotic-aligned creatures regardless of stated purpose.
Diet: Herbivore. Grazes on forest undergrowth, bark, mushrooms, and seasonal fruits. Has no predators in its native environment.
Triggers for Combat:
- Witnessing wanton killing of woodland creatures (the RC’s primary trigger)
- Discovery of a logging operation without Druidic sanction
- Creatures setting fires in the forest
- Undead or fiends present in its territory
- Groups trespassing near its central grove without good cause
The actaeon does not attack travellers passing through the forest who leave no lasting damage. It may observe such travellers from camouflage for days without revealing itself. If satisfied they mean no harm it may choose to reveal itself and communicate (it speaks Common and Elvish in addition to its own forest-tongue).
Encounter Size: Always solitary (0 appearing in wilderness — it only appears when it chooses to; 1 in its home grove territory if actively sought).
Encounter Notes #
Tactics — Opening: The actaeon almost always opens with the Intimidation reveal followed immediately by the Charge + Double Spear. It positions itself upwind, downhill when possible (higher ground charge bonus), and never reveals itself without having planned its escape route back into heavy cover. Against a group it targets the most obvious defiler or leader first.
Tactics — Sustained: If the initial charge does not route the offenders, the actaeon uses its antler gore against any prone or grappled target while continuing spear attacks against others. It will use the breath weapon in round 2 or 3 against the largest cluster of opponents, prioritising groups of 3 or more. The Woodland Summons is declared in Phase 1 of round 1 — the creatures arrive 1d4 Turns later as a second wave, useful if the actaeon is being overwhelmed.
Tactics — Retreat: On a failed Morale check (rare given ML 10 and Bravery Master) the actaeon retreats into woodland cover. Its Expert Stealth means it is effectively lost to pursuit within 1 round of entering dense forest. It will circle back and resume harassment after 1d6 Turns.
Morale Check Triggers: Loss of more than half its HP, or if more than 4 summoned creatures are slain (it grieves the loss of its woodland allies). It will not check morale for its own wounds until HP drops below 25% (Bravery Master).
Negotiation: The actaeon speaks Common and Elvish. It will stop combat if offenders genuinely surrender and agree to make restitution (replanting, paying weregild for slain animals to the forest community, or accepting a lesser punishment such as a forced 24-hour polymorph into a forest creature to “understand the woodland’s perspective”). It never kills if it can avoid it — the breath weapon’s 24-hour partial effect is its preferred resolution for first-time offenders.
Treasure (Type B): Concealed in the home grove. Typically: scattered coins from past offenders and travellers who paid tribute, one or two items of woodland significance (a druidic focus, a preserved magical plant, a piece of Treant-wood with magical potential). The actaeon places no personal value on monetary treasure — it collects it incidentally and a respectful party may be directed to it as a reward for genuine service to the forest.
CR 14 Justification:
- Base HD 11 = CR 11
- +1 Perfect woodland invisibility (effective surprise every encounter)
- +1 Polymorph breath weapon (permanent transformation on failed save — one of the most punishing effects in the game at any level)
- +1 Woodland summons (1d6 additional creatures mid-combat)
- Total: CR 14
