Actaeon
Large Monstrous Humanoid
Hit Dice: 11d8+11 (60 hp’s)
Initiative: +5 (+1 Dex, +4 feat)
Speed: 45ft
Armor Class: 17 (+7 natural, -1 size, +1 Dex)
Attacks: Spear +17, Spear +12, Antlers +6 (all melee)
Damage: Spear 1d8+6, Antlers 2d8+6
Face/Reach: 5ft x 5ft/ 10ft
Special Attacks: Polymorph Breath, Summoning
Special Qualities: Camouflage, Low-light and Dark Vision (60ft)
Saves: Fort +4, Ref +8, Will +9
Abilities: Str 22, Dex 12, Con 12, Int 12, Wis 15, Chr 13
Skills: Animal Empathy +9, Concentration +5, Handle Animal +5, Hide +10/+14, Intimidate +5, Listen +7, Move Silently +5/+9, Search +5, Spot +7, Wilderness Lore +11
Feats: Improved Initiative, Track, Weapon Focus (Spear)
Climate/Terrain: Temperate forests
Organization: Solitary
Challenge Rating: 7
Treasure: Standard items, but no goods or coins
Alignment: Always Neutral
Advancement Range: By character class

See the Mystara Monstrous Compendium Appendix for more information.

Combat:
Actaeon attack anyone that wantonly slays woodland creatures or preforms other similarly vile acts.  They commonly charge out to strike with their antlers and then strike out viciously with their spears until their foes have fled or are lying dead at their feet.

Camouflage: If an actaeon successfully passes a Hide skill check, he is deemed as though he is under the effects of an invisibility spell if he is hiding in woodland areas.  Attacking from hiding gives the actaeon an additional +5 bonus to his initiative roll.  This ability is natural, so magic detecting spells will not pick up on the creature.

Polymorphing Breath: One per day, the actaeon breathes out a green mist that cover a 10ft x 10ft x 10ft area.  Anyone in that area must pass a Fort save (DC 20) or be turned into a common woodland creature (common as in owl, squirrel, deer, and so on).  The effects are permanent unless subjected to another polymorph spell or a dispel magic spell cast by a 12th level or higher cleric, sorceror, or wizard.  Even if the save passes, the victim still turns into a woodland creature, but the effect wear off after 24 hours.  

Summoning: Once per day, the actaeon can summon 1d6 woodland creatures to aid him.  They arrive in 1d4 turns and are determined on the table below.
1	Boar	4	Griffon	
2	Bear	5	Lizard (chameleon)	
3	Centaur	6	Treant	

Skills: Actaeon have racial bonuses of +4 to Animal Empathy, Hide (bonus increases to +8 in woodlands), Move Silently (in woodlands only), and Wilderness Lore skill checks.

Society:
See the Mystara Monstrous Compendium Appendix for more information.

Characters:
As if they aren’t powerful enough, some actaeon take levels of druid, some may even take a few levels of ranger as well.  Other classes are extremely rare among their kind, but even now and then a barbarian may be found.