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by Rick LaRue

Ability Score Adjustments: The initial ability adjustments are modified by a +2 bonus to Strength and Dexterity, and a -2 penalty to Wisdom and Charisma.

Ability Score Range:

Ability Min Max
Strength 10 20
Dexterity 8 20
Constitution 7 18
Intelligence 3 18
Wisdom 3 16
Charisma 3 16

Physical Attributes: Height: 102'/98' + 2d6'
Weight: 575/500 lbs. + 4d20 lbs.
Age: 15 + 1d6 years (150 + 1d100 years)
Move: 15

Class Restrictions:

Class Level Limit
Fighter 11
Ranger 12
Druid 8
Thief 10

Experience: Normal for class

Hit Dice: Player character actaeons receive hit dice by class. In addition, the receive 11 bonus hit points at first level.

Alignment: Actaeons tend towards true neutral. PC actaeons may be of any alignment.

Natural Armour Class: 9

Background: A solitary being, the actaeon is a protector and hero among woodland creatures. Some call it an 'elk centaur' because like a centaur, it's 9-foot-tall body combines human and animal elements. The actaeon has the torso, arms, and facial features of a human, but the antlers and lower legs of an elk. Brown elk like hide covers its entire body.

Actaeons live alone except during the mating season, which occurs in the spring of every third year. The following autumn, the female gives birth to a single fawn. The fawn remains with her for the following winter, learning the basics of survival. Many fawn freeze during their first winter, or fall prey to attack. Survivors set out on their own come spring, each pursuing its own solitary existence.

Languages: Actaeon, the language of sylvan creatures and common.

Role-Playing Suggestions: Actaeons belong to the woodland community that includes centaurs, dryads, and similar creatures. Because actaeons are bold and rare, other forest folk consider them heroes. They sometimes work with druids to preserve the safety of the woods, especially to thwart a serious danger.

Special Advantages: All actaeons can camouflage themselves perfectly in natural surroundings gaining -4 to surprise.

An actaeon can attack once per round with it's antlers inflicting 2d8 points of damage.

At 5th level, the actaeon can summon woodland creatures once per day. 1d6 creatures will arrive in 1d4 turns. Use the following table to determine what types show up:

Woodland Creature Summoning Table

1 boar 4 griffon
2 bear 5 lizard
3 centaur 6 treant

At 7th level the actaeon can breath out a warm greenish mist once per day. The mist fills a 10' cube and anyone within must make a save vs. breath weapon or by effected by a polymorph other spell. The effected creature takes the form, intelligence and habits of a common forest creature. 'Common' forest creatures including owls, squirrels, deer, boars, and the like. The change is permanent unless countered by another polymorph spell, or by dispel magic cast at 12th level or higher. If the saving throw is successful, the change still occurs, but it lasts for only 24 hours.

Special Disadvantages: Actaeons take damage as large creatures.

Monstrous Traits: Monstrous Appearance.

Superstitions: Actaeon believe that the forest naturally provides all creature need to survive, and tend to dislike civilised items, people and places.

Weapon Proficiencies: Spear

Non-Weapon Proficiencies: Survival (Woodland), Appraisal, Natural Fighting, and Animal Noise.

References: Monstrous Compendium: Mystara Appendix p.8.

This all my look familiar because it comes straight from the Mystara MC, I just made it into a PC/NPC race.