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5e Updates: Monstrous Compendium
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<blockquote data-quote="dave2008" data-source="post: 8360459" data-attributes="member: 83242"><p>[ATTACH=full]141533[/ATTACH]</p><p>Unknow by unkown (at least by me)</p><p></p><p><span style="font-size: 26px">A</span><span style="font-size: 22px">CTAEON</span></p><p>Some times called an elk-taur, an Actaeon is 9-foot-tall and combines human and animal elements. They have the torso and arms of a human, but the head, antlers and lower legs of an elk. Brown, elklike hide covers its entire body.</p><p></p><p><strong><em>Lone Guardians.</em></strong> A solitary being, the actaeon is a protector and hero among woodland creatures. Because actaeons are bold and rare, other forest folk consider them heroes. Actaeons sometimes work with druids to preserve the safety of the woods, especially to thwart a serious danger.</p><p></p><p><strong><em>Forest Traders. </em></strong> Actaeons know the value of coins and jewels and use them to acquire tools, medicine, and sometimes food to help out the struggling denizens of the forest. Actaeons have an eye for treasure; they collect small hoards in secure, well-hidden locations, such as the hollow trunk of a fallen tree or beneath a rock.</p><p></p><p><u><span style="font-size: 18px">L</span>EGENDS AND <span style="font-size: 18px">L</span>ORE</u></p><p>With a History or Nature check, characters can learn the following:</p><ul> <li data-xf-list-type="ul"><strong><span style="color: rgb(0, 0, 0)">DC 10 </span></strong><span style="color: rgb(0, 0, 0)">Actaeons act as guardians to woodland creatures in the forest where the reside.</span></li> <li data-xf-list-type="ul"><span style="color: rgb(0, 0, 0)"><strong>DC 15 </strong>Actaeons collect treasure and keep it well hidden.</span></li> <li data-xf-list-type="ul"><strong><span style="color: rgb(184, 49, 47)"><span style="color: rgb(0, 0, 0)">DC 20</span></span></strong><span style="color: #b8312f"><span style="color: rgb(0, 0, 0)"> Actaeons are known to transform their enemies into the forest beast the try to destroy.</span></span></li> </ul><p><u><span style="font-size: 18px">T</span>REASURE</u></p><p></p><p><strong><span style="font-size: 22px">Actaeon</span></strong></p><p><em>Large fey, neutral</em></p><p><img src="https://www.enworld.org/attachments/1600423317181-png.126352/" alt="1600423317181.png" class="fr-fic fr-dii fr-draggable " style="" /></p><p><strong>Armor Class</strong> 15 (natural armor)</p><p><strong>Hit Points</strong> 142 (15d10 + 60; bloodied 71)</p><p><strong>Speed</strong> 60 ft.</p><p><img src="https://www.enworld.org/attachments/1600423318493-png.126353/" alt="1600423318493.png" class="fr-fic fr-dii fr-draggable " style="" /></p><table style='width: 100%'><tr><td><strong>STR</strong></td><td><strong>DEX</strong></td><td><strong>CON</strong></td><td><strong>INT</strong></td><td><strong>WIS</strong></td><td><strong>CHA</strong></td></tr><tr><td>20 (+5)</td><td>16 (+3)</td><td>19 (+4)</td><td>15 (+2)</td><td>18 (+4)</td><td>20 (+5)</td></tr></table><p><img src="https://www.enworld.org/attachments/1600423323354-png.126354/" alt="1600423323354.png" class="fr-fic fr-dii fr-draggable " style="" /></p><p><strong>Savings Throws</strong> Dex +7, Wis +8, Cha +9</p><p><strong>Skills</strong> Acrobatics +7, Athletics +9 Perception +8, Stealth +11</p><p><strong>Damage Resistances </strong>poisoned</p><p><strong>Senses</strong> darkvision 120 ft., passive Perception 18</p><p><strong>Languages</strong> Common, Elvish, Sylvan</p><p><strong>Challenge </strong>10 (5,900 XP) <strong>Proficiency Bonus</strong> +4</p><p><img src="https://www.enworld.org/attachments/1600423325236-png.126355/" alt="1600423325236.png" class="fr-fic fr-dii fr-draggable " style="" /></p><p><strong><em>Charge</em></strong>. If the actaeon moves at least 10 feet straight toward a target and then hits it with an antler 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 17 Strength saving throw or be pushed up to 10 feet away and knocked prone.</p><p></p><p><strong><em>Fey Resistance.</em></strong> The actaeon has advantage on saving throws against being Charmed.</p><p></p><p><strong><em>Forest Camouflage.</em></strong> If the actaeon is in a forest, it has advantage on Dexterity (Stealth) checks to Hide and it can do so as a bonus action.</p><p></p><p><strong><em>Magic Weapons. </em></strong>The actaeon wields a magical spear. The spear turns into a simple wood staff if the actaeon dies.</p><p></p><p><strong><u>ACTIONS</u></strong></p><p><strong><em><span style="color: rgb(0, 0, 0)">Multiattack.</span></em></strong><span style="color: rgb(0, 0, 0)"> The actaeon makes three melee attacks.</span></p><p></p><p><em><span style="color: rgb(0, 0, 0)"><strong>Spear.</strong> Melee Weapon Attack:</span></em><span style="color: #000000"> +9 to hit, reach 10 ft., one target. </span><em><span style="color: rgb(0, 0, 0)">Hit:</span></em><span style="color: #000000"> 12 (2d6 + 5) piercing damage or 14, (2d8 + 5) piercing damage if wielded two-handed.</span></p><p></p><p><span style="color: rgb(0, 0, 0)"><em><strong>Spear.</strong> Ranged Weapon Attack:</em> +9 to hit, range 60 ft., one target. <em>Hit:</em> 12 (2d6 + 5) piercing damage. </span></p><p><span style="color: rgb(0, 0, 0)"></span></p><p><span style="color: rgb(0, 0, 0)"><em><strong>Antlers.</strong></em> <em>Melee Weapon Attack:</em> +9 to hit, reach 5 ft., one target. <em>Hit:</em> 14 (2d8 + 5) piercing damage..</span></p><p><span style="color: rgb(0, 0, 0)"></span></p><p><span style="color: rgb(0, 0, 0)"><em><strong>Slam.</strong></em> <em>Melee Weapon Attack:</em> +9 to hit, reach 5 ft., one target. <em>Hit:</em> 10 (2d4 + 5) bludgeoning damage.</span></p><p></p><p><em><strong>Polymorph Breath (1/Day).</strong></em> The actaeon exhales a cloud of green mist in a 30-foot cone. Each creature in the area must make a DC 16 Wisdom saving throw. On a failed save, the creature magically begins to turn into a forest beast and is stunned. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is polymorphed into a forest beast with a CR of 1/4 or less until freed by a <em>greater restoration</em> spell, or a <em>dispel magic</em> spell cast at 5th level, or other similarly powerful magic.</p><p></p><p><strong><em>Forest Summons (1/day).</em></strong> The actaeon can summon one of the following types of creatures: 2d6 satyrs, 1d6 dryads, or 1d4 centaurs.</p><p></p><p><strong><u>BONUS ACTIONS</u></strong></p><p><strong><em>Quick Spear. </em></strong>The actaeon can make a spear attack on a prone target.</p><p></p><p><strong><u>REACTIONS</u></strong></p><p><strong><em>Parry.</em></strong> The actaeon adds 4 to its AC against one melee or ranged attack that would hit it. To do so, the actaeon must see the attacker and be wielding a melee weapon.</p><p></p><table style='width: 100%'><tr><th>Variant: Spellcasting Actaeons</th></tr><tr><td>Some Actaeons become imbued with the magic of the forests they protect. Actaeons with this ability can take the following actions on their turn.<br /> <br /> <em><span style="color: rgb(0, 0, 0)"><strong>Staff.</strong> Melee Weapon Attack:</span></em><span style="color: #000000"> +9 to hit, reach 10 ft., one target. </span><em><span style="color: rgb(0, 0, 0)">Hit:</span></em><span style="color: #000000"> 10 (2d4 + 5) bludgeoning damage and the target must make a DC 17 Strength saving throw or be restrained by grasping vines. The vines last for 1 minute, have 10 hit points, and the target or an adjacent ally, can use an action to make DC 17 Strength check to break the vines, ending the condition for the target on a success.</span><br /> <br /> <em><strong>Innate Spellcasting.</strong></em> The actaeons's innate spellcasting ability is Charisma (spell save DC 17). The actaeon can innately cast the following spells, requiring no material components:<br /> <br /> At will: <em>druidcraft, speak with animals</em><br /> 3/day each: <em>entangle, pass without trace, plant growth</em><br /> 1/day each: <em>wall of thorns</em></td></tr></table></blockquote><p></p>
[QUOTE="dave2008, post: 8360459, member: 83242"] [ATTACH type="full" alt="1627822646980.png"]141533[/ATTACH] Unknow by unkown (at least by me) [SIZE=7]A[/SIZE][SIZE=6]CTAEON[/SIZE] Some times called an elk-taur, an Actaeon is 9-foot-tall and combines human and animal elements. They have the torso and arms of a human, but the head, antlers and lower legs of an elk. Brown, elklike hide covers its entire body. [B][I]Lone Guardians.[/I][/B] A solitary being, the actaeon is a protector and hero among woodland creatures. Because actaeons are bold and rare, other forest folk consider them heroes. Actaeons sometimes work with druids to preserve the safety of the woods, especially to thwart a serious danger. [B][I]Forest Traders. [/I][/B] Actaeons know the value of coins and jewels and use them to acquire tools, medicine, and sometimes food to help out the struggling denizens of the forest. Actaeons have an eye for treasure; they collect small hoards in secure, well-hidden locations, such as the hollow trunk of a fallen tree or beneath a rock. [U][SIZE=5]L[/SIZE]EGENDS AND [SIZE=5]L[/SIZE]ORE[/U] With a History or Nature check, characters can learn the following: [LIST] [*][B][COLOR=rgb(0, 0, 0)]DC 10 [/COLOR][/B][COLOR=rgb(0, 0, 0)]Actaeons act as guardians to woodland creatures in the forest where the reside.[/COLOR] [*][COLOR=rgb(0, 0, 0)][B]DC 15 [/B]Actaeons collect treasure and keep it well hidden.[/COLOR] [*][B][COLOR=rgb(184, 49, 47)][COLOR=rgb(0, 0, 0)]DC 20[/COLOR][/COLOR][/B][COLOR=#b8312f][COLOR=rgb(0, 0, 0)] Actaeons are known to transform their enemies into the forest beast the try to destroy.[/COLOR][/COLOR] [/LIST] [U][SIZE=5]T[/SIZE]REASURE[/U] [B][SIZE=6]Actaeon[/SIZE][/B] [I]Large fey, neutral[/I] [IMG alt="1600423317181.png"]https://www.enworld.org/attachments/1600423317181-png.126352/[/IMG] [B]Armor Class[/B] 15 (natural armor) [B]Hit Points[/B] 142 (15d10 + 60; bloodied 71) [B]Speed[/B] 60 ft. [IMG alt="1600423318493.png"]https://www.enworld.org/attachments/1600423318493-png.126353/[/IMG] [TABLE] [TR] [TD][B]STR[/B][/TD] [TD][B]DEX[/B][/TD] [TD][B]CON[/B][/TD] [TD][B]INT[/B][/TD] [TD][B]WIS[/B][/TD] [TD][B]CHA[/B][/TD] [/TR] [TR] [TD]20 (+5)[/TD] [TD]16 (+3)[/TD] [TD]19 (+4)[/TD] [TD]15 (+2)[/TD] [TD]18 (+4)[/TD] [TD]20 (+5)[/TD] [/TR] [/TABLE] [IMG alt="1600423323354.png"]https://www.enworld.org/attachments/1600423323354-png.126354/[/IMG] [B]Savings Throws[/B] Dex +7, Wis +8, Cha +9 [B]Skills[/B] Acrobatics +7, Athletics +9 Perception +8, Stealth +11 [B]Damage Resistances [/B]poisoned [B]Senses[/B] darkvision 120 ft., passive Perception 18 [B]Languages[/B] Common, Elvish, Sylvan [B]Challenge [/B]10 (5,900 XP) [B]Proficiency Bonus[/B] +4 [IMG alt="1600423325236.png"]https://www.enworld.org/attachments/1600423325236-png.126355/[/IMG] [B][I]Charge[/I][/B]. If the actaeon moves at least 10 feet straight toward a target and then hits it with an antler 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 17 Strength saving throw or be pushed up to 10 feet away and knocked prone. [B][I]Fey Resistance.[/I][/B] The actaeon has advantage on saving throws against being Charmed. [B][I]Forest Camouflage.[/I][/B] If the actaeon is in a forest, it has advantage on Dexterity (Stealth) checks to Hide and it can do so as a bonus action. [B][I]Magic Weapons. [/I][/B]The actaeon wields a magical spear. The spear turns into a simple wood staff if the actaeon dies. [B][U]ACTIONS[/U] [I][COLOR=rgb(0, 0, 0)]Multiattack.[/COLOR][/I][/B][COLOR=rgb(0, 0, 0)] The actaeon makes three melee attacks.[/COLOR] [I][COLOR=rgb(0, 0, 0)][B]Spear.[/B] Melee Weapon Attack:[/COLOR][/I][COLOR=#000000] +9 to hit, reach 10 ft., one target. [/COLOR][I][COLOR=rgb(0, 0, 0)]Hit:[/COLOR][/I][COLOR=#000000] 12 (2d6 + 5) piercing damage or 14, (2d8 + 5) piercing damage if wielded two-handed.[/COLOR] [COLOR=rgb(0, 0, 0)][I][B]Spear.[/B] Ranged Weapon Attack:[/I] +9 to hit, range 60 ft., one target. [I]Hit:[/I] 12 (2d6 + 5) piercing damage. [I][B]Antlers.[/B][/I] [I]Melee Weapon Attack:[/I] +9 to hit, reach 5 ft., one target. [I]Hit:[/I] 14 (2d8 + 5) piercing damage.. [I][B]Slam.[/B][/I] [I]Melee Weapon Attack:[/I] +9 to hit, reach 5 ft., one target. [I]Hit:[/I] 10 (2d4 + 5) bludgeoning damage.[/COLOR] [I][B]Polymorph Breath (1/Day).[/B][/I] The actaeon exhales a cloud of green mist in a 30-foot cone. Each creature in the area must make a DC 16 Wisdom saving throw. On a failed save, the creature magically begins to turn into a forest beast and is stunned. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is polymorphed into a forest beast with a CR of 1/4 or less until freed by a [I]greater restoration[/I] spell, or a [I]dispel magic[/I] spell cast at 5th level, or other similarly powerful magic. [B][I]Forest Summons (1/day).[/I][/B] The actaeon can summon one of the following types of creatures: 2d6 satyrs, 1d6 dryads, or 1d4 centaurs. [B][U]BONUS ACTIONS[/U] [I]Quick Spear. [/I][/B]The actaeon can make a spear attack on a prone target. [B][U]REACTIONS[/U] [I]Parry.[/I][/B] The actaeon adds 4 to its AC against one melee or ranged attack that would hit it. To do so, the actaeon must see the attacker and be wielding a melee weapon. [TABLE] [TR] [TH]Variant: Spellcasting Actaeons[/TH] [/TR] [TR] [TD]Some Actaeons become imbued with the magic of the forests they protect. Actaeons with this ability can take the following actions on their turn. [I][COLOR=rgb(0, 0, 0)][B]Staff.[/B] Melee Weapon Attack:[/COLOR][/I][COLOR=#000000] +9 to hit, reach 10 ft., one target. [/COLOR][I][COLOR=rgb(0, 0, 0)]Hit:[/COLOR][/I][COLOR=#000000] 10 (2d4 + 5) bludgeoning damage and the target must make a DC 17 Strength saving throw or be restrained by grasping vines. The vines last for 1 minute, have 10 hit points, and the target or an adjacent ally, can use an action to make DC 17 Strength check to break the vines, ending the condition for the target on a success.[/COLOR] [I][B]Innate Spellcasting.[/B][/I] The actaeons's innate spellcasting ability is Charisma (spell save DC 17). The actaeon can innately cast the following spells, requiring no material components: At will: [I]druidcraft, speak with animals[/I] 3/day each: [I]entangle, pass without trace, plant growth[/I] 1/day each: [I]wall of thorns[/I][/TD] [/TR] [/TABLE] [/QUOTE]
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