Leading the savage cult of the Horned King are the Horned Ones, devotees steeped in the traditions of their deity and charged with safeguarding the beasts in their patron’s demesne. Most Horned Ones live little differently than wild animals, surviving in the wilderness and using their magic to give them claws and teeth to defend themselves. Others clad themselves in the gifts taken from the beasts they protect and at least consider giving a warning before calling upon the full power of their faith to rend their foes limb from limb.

Level 3 Horned One

Attributes. Increase two by 1
Characteristics. Health +4, Power +1
Languages and Profession. You either speak another language or add one wilderness profession to your list of professions.
Magic Choose one of the following options:

Beastfriend Animals are friendly to you until you use an action to attack them.

Empowered Animals Each animal that is friendly to you and within short range makes attack rolls and challenge rolls with 1 boon.

Stealthy You make Agility rolls to hide and move silently with 1 boon.

Level 6 Horned One

Characteristics. Health +4
Magic You learn one spell.
Power of the Horned King When you cast a Primal, Spiritual, or Transformation spell, you make your next attack roll before the end of the next round with 1 boon and the attack deals 1d6 extra damage.

Level 9 Master Horned One

Characteristics. Health +4, Power +1
Magic You learn one spell.
Invisible from Beasts You can use a triggered action and expend a casting of any Primal, Spiritual, or Transformation spell you have learned to become invisible to all animals for 1 minute or until you use an action to attack.