Ceryneian Hind, Sacred Guardian of the Celestial Glade
“The Elusive Golden Deer: How One Mythical Creature Outsmarted a Demigod and Captivated a Goddess!”
The Ceryneian Hind is a dazzling, almost otherworldly creature from Greek mythology, known for its elegance, speed, and near-impossibility to capture.
Appearance
The hind is a large, majestic deer, standing taller than any natural stag, with antlers of pure gold that gleam under sunlight and moonlight alike. Its hooves are made of bronze, strong enough to leave deep impressions on stone yet light enough to barely leave a trace on softer ground. Its coat is sleek and the color of polished chestnut, glinting with a silvery sheen that reflects its divine heritage. Its eyes are described as deep and intelligent, holding a mix of wariness and wild spirit.
Behavior
The Ceryneian Hind is elusive and solitary, moving gracefully through the forest as if it’s one with the shadows. It has an almost supernatural awareness of its surroundings, noticing the slightest changes in sound, scent, or movement, which allows it to evade hunters and predators. The hind is gentle and rarely confrontational, preferring flight to fight, but it can be fiercely protective if cornered, using its powerful antlers to fend off threats. When it runs, it is as if time slows; no mortal creature can match its speed.
Habitat
The hind resides in the dense forests and mountainous regions around Arcadia in Greece. It favors secluded, quiet glades near crystal-clear rivers and shaded by ancient trees, a place where it can remain hidden and undisturbed. The landscape around its habitat is lush yet rugged, providing ample cover and difficult terrain to deter pursuers. Its connection to Artemis makes its surroundings feel sacred, almost enchanted, and few dare to tread there.
Modus Operandi
The hind’s method of survival is based on its ability to disappear like a ghost. It moves lightly, leaving almost no trace, and uses its knowledge of the forest’s hidden paths to remain unseen. If spotted, it will bolt with astonishing speed, weaving through trees and rocky terrain to exhaust any pursuers. If ever trapped or outpaced, the hind will make impossible leaps and turns to disorient its chasers, knowing every natural obstacle intimately.
Motivation
The hind’s primary drive is freedom. Being a creature beloved by Artemis, it embodies the goddess’s ideals of independence, purity, and the sanctity of nature. It has no interest in combat or domination; its mission is to preserve its existence as a symbol of the untouched wild, evading capture to remain a beacon of Artemis’s power. This sense of sacred purpose motivates the hind to keep running, untethered and elusive, forever a living testament to the mystery and majesty of the natural world.
Ceryneian Hind 5e
Ceryneian Hind Pathfinder
Ceryneian Hind 3.5 Homebrew
Ceryneian Hind
Huge Fey, Chaotic Good
Armor Class 22 (natural armor)
Hit Points 480 (32d12 + 256)
Speed 100 ft., fly 120 ft. (hover)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
28 (+9) | 26 (+8) | 28 (+9) | 22 (+6) | 28 (+9) | 26 (+8) |
Saving Throws Dex +16, Con +17, Wis +17, Cha +16
Skills Athletics +17, Perception +17, Insight +17, Stealth +16
Damage Resistances Radiant, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Psychic
Condition Immunities Charmed, Frightened, Paralyzed
Senses Truesight 120 ft., Passive Perception 27
Languages Sylvan, Common, Elvish, Celestial
Challenge 22 (41,000 XP)
Proficiency Bonus +7
Traits
Magic Resistance. The Ceryneian Hind has advantage on saving throws against spells and other magical effects.
Legendary Resistance (3/Day). If the Ceryneian Hind fails a saving throw, it can choose to succeed instead.
Aura of Elusive Grace. The Ceryneian Hind exudes an aura of enchantment that extends 30 feet from it. Any creature that starts its turn within this aura must succeed on a DC 24 Wisdom saving throw or be charmed until the start of the Hind’s next turn. Charmed creatures cannot attack the Hind or take hostile actions toward it.
Ethereal Step. As a bonus action, the Hind can teleport up to 90 feet to an unoccupied space it can see, leaving behind a shimmering, ethereal afterimage. This teleportation does not provoke opportunity attacks.
Hind of Eternal Pursuit. The Ceryneian Hind is known for its incredible speed and ability to elude even the most determined pursuers. When it takes the Dash action, it can move up to 200 feet and ignores difficult terrain for that movement.
Divine Presence. The Hind is a symbol of divine purity. Creatures within 30 feet of it are empowered by its aura. As a reaction, the Hind can grant itself or an ally within range temporary hit points equal to half its maximum hit points (rounded down).
Legendary Actions
The Ceryneian Hind can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Hind regains spent legendary actions at the start of its turn.
- Ethereal Charge. The Hind charges forward, teleporting up to 90 feet. It can make a Gleaming Antler attack against a creature within range.
- Gleaming Antler (Costs 2 Actions). The Hind makes one attack with its golden antlers (+14 to hit, reach 15 ft., one target). Hit: 30 (4d10 + 9) piercing damage and the target must succeed on a DC 24 Constitution saving throw or be stunned until the end of its next turn.
- Misty Step (Costs 2 Actions). The Hind can cast Misty Step without using a spell slot.
Actions
- Multiattack. The Hind makes three attacks: one with its Gleaming Antlers, one with its Bronze Hooves, and one with its Divine Gaze.
- Gleaming Antlers. Melee Weapon Attack: +14 to hit, reach 15 ft., one target.
Hit: 30 (4d10 + 9) piercing damage plus 18 (4d8) radiant damage.
On a critical hit, the target is knocked prone and blinded until the end of its next turn. - Bronze Hooves. Melee Weapon Attack: +14 to hit, reach 10 ft., one target.
Hit: 25 (3d10 + 9) bludgeoning damage. - Divine Gaze. The Hind targets one creature it can see within 60 feet. The target must make a DC 24 Wisdom saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Moonlit Flash (Recharge 5-6). The Hind channels the power of the moon, releasing a burst of radiant energy. All creatures within 60 feet of the Hind must make a DC 24 Constitution saving throw or take 45 (10d8) radiant damage, or half as much on a successful save. Creatures that fail their saving throw are blinded until the end of their next turn.
Spellcasting
The Ceryneian Hind is a 17th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 26, +18 to hit with spell attacks). The Hind has the following spells prepared:
- Cantrips (at will): Druidcraft, Guidance, Light, Thorn Whip
- 1st level (4 slots): Entangle, Cure Wounds, Detect Magic, Disguise Self
- 2nd level (3 slots): Moonbeam, Lesser Restoration, Barkskin
- 3rd level (3 slots): Plant Growth, Protection from Energy, Dispel Magic
- 4th level (3 slots): Freedom of Movement, Grasping Vine
- 5th level (2 slots): Greater Restoration, Flame Strike
- 6th level (2 slots): Heal, True Seeing
- 7th level (2 slots): Regenerate, Plane Shift
- 8th level (1 slot): Sunburst
- 9th level (1 slot): Foresight
Regional Effects
The Ceryneian Hind’s presence warps the natural environment in a 1-mile radius around it. The effects are as follows:
- Ethereal Mist. The air becomes thick with a soft, luminous mist, granting all creatures within the area advantage on Stealth checks and imposing disadvantage on attack rolls against the Hind and its allies.
- Flourishing Growth. Plants and trees in the area grow at an accelerated rate, creating an almost impenetrable forest. Difficult terrain is created, but it also grants the Hind and its allies advantage on ability checks related to nature or survival.
- Luminous Wilds. At night, the area around the Hind glows with a soft, otherworldly light. The Hind and its allies within the area gain advantage on saving throws against being blinded and have their attacks count as magical for the purposes of overcoming resistance or immunity.
Lore
The Ceryneian Hind is a divine creature, a symbol of grace, purity, and the untamable wilds. A legendary transformation of a huntress into an eternal, mystical beast, the Hind is an embodiment of the goddess Artemis’ protection over nature. Its golden antlers shine with divine light, and its swift movements are unmatched. The Hind’s sacred status means that it is both revered and feared, with only the most determined (or foolish) heroes daring to chase it. However, those who do often find themselves lost in its wake, entranced by its divine aura and grace.
Tactics
The Ceryneian Hind is an elusive and powerful force on the battlefield, using its incredible speed and legendary actions to avoid capture and dish out powerful attacks. It relies on its Moonlit Flash to deal massive radiant damage to multiple enemies, while using its Gleaming Antlers and Bronze Hooves to strike down foes with precision. Its Ethereal Step and Hind of Eternal Pursuit make it difficult to pin down, and it will retreat into the forest if overwhelmed. The Hind fights only when necessary, preferring to remain a symbol of freedom and purity, but will not hesitate to defend itself and its domain.
The hind was originally the Titan Taygete, she has been metamorphosed into a deer with golden antlers and hooves of bronze by the goddess Artemis to protect her from the amorous advances of Zeus.
Originally Posted by Nilbog of the Wizards Community forums.
As one of his labors, Heracles chased the hind from Arcadia to Hyperborean before he captured it.
The Ceryneian hind is a delicate-looking deer with metallic hooves and golden antlers. It is a flighty herbivore.
The Ceryneian hind is 6 feet long and weighs 140 pounds
Ceryneian hind | |
Medium magical beast | |
Hit Dice | 5d8+10 (32 hp) |
Initiative | +4 |
Speed | 90 ft. |
Armor Class | 17 (+3 natural, +4 Dexterity), touch 14, flat-footed 13 |
Base Attack/Grapple | +5/+6 |
Attack | Gore +6 melee (1d6+1) |
Full Attack | Gore +6 melee (1d6+1) |
Space/Reach | 5 ft./5 ft. |
Special Attacks | – |
Special Qualities | Low-Light Vision, Scent, cold resistance 5 |
Saves | Fort +6, Ref +8, Will +3 |
Abilities | Strength 13, Dexterity 18, Constitution 17, Intelligence 2, Wisdom 15, Charisma 14 |
Skills | Listen+8, Spot +8 |
Feats | Alertness, Run |
Environment | Temperate forests |
Organization | Solitary |
Challenge Rating | 2 |
Treasure | None |
Alignment | Always neutral |
Advancement | 6-10 HD (Medium); 11-15 HD (Large) |
Level Adjustment | – |
Combat
The Ceryneian hind avoids combat, fleeing whenever possible.
Ceryneian Hind
Huge Magical Beast (Mythic, Divine)
CR 18
XP 153,600
Alignment LG | Initiative +11 | Senses Low-Light Vision, Darkvision 120 ft., True Seeing; Perception +32
Aura Divine Majesty (300 ft., creatures of 8 HD or less must succeed at a DC 27 Will save or become staggered with awe for 1d4 rounds)
DEFENSE
- AC 36, touch 15, flat-footed 30 (+7 Dex, +21 natural, -2 size)
- hp 370 (27d10+210); fast healing 10
- Fort +24, Ref +18, Will +20
- Defensive Abilities Evasion, Spell Resistance 32, Blessed Hide; Immune to Charm, Compulsion, Disease, Fear
- Weaknesses Vulnerable to Unholy damage
OFFENSE
- Speed 80 ft.
- Melee Gore +34 (3d8+16 plus 2d6 holy), 2 Hooves +31 (2d8+10 plus 2d6 holy)
- Space 15 ft.; Reach 10 ft.
- Special Attacks Divine Charge, Antler Bash
Spell-Like Abilities (CL 20th; concentration +26)
Constant | Freedom of Movement, Pass without Trace, True Seeing |
---|---|
At Will | Dimension Door, Greater Dispel Magic, Sanctuary (DC 24) |
3/day | Plane Shift, Greater Restoration, Wall of Light |
STATISTICS
- Str 30 (+10), Dex 24 (+7), Con 28 (+9), Int 18 (+4), Wis 26 (+8), Cha 22 (+6)
- Base Atk +27; CMB +39; CMD 56 (60 vs. trip)
- Feats Fleet, Improved Initiative, Iron Will, Great Fortitude, Power Attack, Lunge, Weapon Focus (gore), Toughness
- Skills Acrobatics +35, Perception +32, Survival +32, Stealth +25, Sense Motive +31
- Languages Celestial, Sylvan; telepathy 200 ft.
ECOLOGY
- Environment Celestial forests, sacred glades, remote divine realms
- Organization Unique
- Treasure None
SPECIAL ABILITIES
Divine Charge (Ex)
The Ceryneian Hind can perform a powerful charge that ignores difficult terrain and magical hindrances. Any creature struck by her gore attack during a charge must succeed at a DC 30 Fortitude save or be stunned for 1 round.
Antler Bash (Su)
The Hind’s majestic golden antlers are imbued with celestial power, dealing an additional 2d6 holy damage to evil-aligned creatures on a successful hit.
Blessed Hide (Su)
The Hind’s dappled white fur glows with a divine light, granting her a 50% chance to reflect any harmful spell of 4th level or lower back at the caster as per Spell Turning.
ROLE & LORE
The Ceryneian Hind is an awe-inspiring creature and a symbol of divine protection in sacred groves and mystical glades. Said to be blessed by the goddess Artemis herself, the Hind’s pure white, dappled hide, and golden antlers make it a vision of celestial beauty and grace. Her bronze hooves glint like ancient metal, and her presence brings a serene calmness to her surroundings.
The Ceryneian Hind is not aggressive, but it will fiercely protect the lands it considers sacred. Those who show reverence for nature may find themselves under her protection, while those with evil intent will be deterred by her aura of divine majesty.