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Wild Hunt Monarch

Each wild hunt follows a wild hunt monarch, who travels between the realm of the fey and the Material Plane in search of new quarry. These limber and regal humanoids have elk antlers, long pointed ears, flowing white hair, and luminescent green eyes.

Recall Knowledge - Fey (Nature): DC 45
Unspecific Lore: DC 43
Specific Lore: DC 40

Elite | Normal | Weak
Proficiency without Level

Changes from being Elite are marked in red below.
NOTE: The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.

Elite Wild Hunt MonarchCreature 21

Legacy Content

Rare CN Medium Fey Wild Hunt 
Source Kingmaker Adventure Path pg. 620
Perception +37; greater darkvision, greensight, scent (imprecise) 30 feet
Languages Aklo, Common, Draconic, Sylvan; speak with animals, speak with plants
Skills Acrobatics +36, Athletics +40, Diplomacy +38, Intimidation +42, Nature +38, Performance +38, Stealth +39, Survival +39
Str +10, Dex +6, Con +7, Int +6, Wis +7, Cha +10
Greensight The wild hunt monarch ignores the concealed condition from leaves and other foliage, mist, and fog.
Planar Acclimation The wild hunt monarch treats the plane it is located on as its home plane.
Wild Hunt Link (aura, divination, magical) 1 mile. A wild hunt monarch grants all other members of the wild hunt in the aura except wild hunt monarchs an increasesed range of wild hunt link to affect all wild hunt members within a mile. Other wild hunt creatures in this link who end their turn within 60 feet of a wild hunt monarch gain regeneration 50 until the end of their next turn; this regeneration can only be deactivated by forcing the wild hunt out of the 60-foot aura or by killing the wild hunt monarch.
Items monarch's glaive, monarch's horn
AC 48; Fort +35, Ref +34, Will +37
HP 480; Weaknesses cold iron 20
Attack of Opportunity [reaction] Instinctive Cooperation The wild hunt monarch automatically achieves a critical success on saving throws against effects created by other allied wild hunt creatures.Wild Gaze (aura, enchantment, fear, incapacitation, mental, primal, visual) 30 feet. Those who meet the gaze of a wild hunt monarch come face-to-face with the hunt's fearful power and find it difficult to act in the face of such a legendary legacy. When a creature ends its turn in the aura, it must succeed at a DC 41 Will save to resist becoming slowed 1 (slowed 2 on a critical failure). The wild hunt monarch can deactivate or activate this aura by using a single action, which has the concentrate trait.
Speed 40 feet
Melee [one-action] glaive +40 [+35/+30] (deadly d8, forceful, reach), Damage 4d8+2+20 slashing plus 1d6 sonic and 1d6 bleedMelee [one-action] horns +40 [+36/+32] (agile), Damage 4d8+2+20 piercing plus brutal gorePrimal Innate Spells DC 42, attack +34 (+4 dmg); 10th primal phenomenon; 9th dispel magic, dominate, finger of death; 8th charm, suggestion, wind walk; 7th hallucinatory terrain, plane shift, veil; 6th stone tell; Cantrips (10th) electric arc, ghost sound, know direction, produce flame; Constant (10th) speak with animals, speak with plants
Rituals DC 46 (+4 dmg); 8th control weather; 6th primal call (creatures with the wild hunt trait only)
Brutal Gore A creature critically hit by a monarch's horns strike is stunned 1.Call Glaive or [three-actions] [one-action] (conjuration, primal, teleportation) The wild hunt monarch wields a magic weapon known as a monarch's glaive. This weapon functions as a +3 major striking greater thundering wounding glaive in the monarch's hands only. The monarch can call their glaive to their hands using this action, transporting it across any distance. If their glaive is destroyed, the monarch can create a new one by using Call Glaive as a three-action activity that gains the manipulate trait.Call to the Hunt [three-actions] (conjuration, manipulate, primal, teleportation) Frequency once per day; Effect The wild hunt monarch blows their monarch's horn, causing two wild hunt scouts or four wild hunt archers part of the monarch's wild hunt link and no more than 1 mile from the monarch's location to appear as the monarch chooses at any point within 30 feet. They act immediately before the wild hunt monarch in initiative starting on the next round.Focus Gaze [one-action] (concentrate, enchantment, fear, incapacitation, mental, primal, visual) The wild hunt monarch fixes its glare at a creature it can see within 30 feet. The target must immediately attempt a Will save against the wild hunt monarch's wild gaze. If the creature was already slowed by the wild gaze before attempting its save, a failed save causes it to be paralyzed for 1 round. After attempting its save, the creature is temporarily immune to Focus Gaze from any wild hunt until the start of the wild hunt monarch's next turn.Wild Reincarnation [reaction] (necromancy, primal) Trigger The wild hunt monarch kills an adjacent non-fey creature. Effect The wild hunt monarch attempts to reincarnate the creature as a fey. The slain creature must attempt a DC 44 Fortitude save, and it takes a –2 status penalty to this save if it was under any enchantment effect placed by the monarch when it died.
Critical Success The creature is instead restored to life as if via raise dead (heightened to 10th level), and it is permanently immune to Wild Reincarnation from that wild hunt monarch.
Success The creature is not reincarnated and remains dead.
Failure The creature is temporarily reincarnated as a fey creature of the monarch's choice. The new fey must be of a level equal to or less than the dead creature's level, and it functions in all ways as that fey creature; it retains none of the abilities and only scatterings of the memories or personality of the reincarnated character, and it follows the commands and orders of the wild hunt monarch. After 1 minute, the reincarnated fey dies and its body reverts back to its original corpse, which can then be restored to life normally.
Critical Failure As failure, but the reincarnated fey remains alive until slain; a miracle, wish or similarly powerful spell or effect can reverse the reincarnation as well.

All Monsters in "Wild Hunt"

NameLevel
Wild Hunt Archer16
Wild Hunt Horse15
Wild Hunt Hound14
Wild Hunt Monarch20
Wild Hunt Scout18

Wild Hunt

Source Kingmaker Adventure Path pg. 616
Although some believe the wild hunt is nothing more than legend, the riders of the wild hunt are real. Countless members of these fey compose the wild hunt—the term “wild hunt” refers to the family of creatures as a whole as well as to individual groups of these fey who gather to pursue their quarry. Wild hunt monarchs set the terms of each specific hunt, depending upon the prey and their own whims. The easier the prey, the more likely a monarch is to impose rules to make the hunt more entertaining, such as forbidding anyone but their hounds from injuring the quarry, or holding back their forces to give the target creature time to rest and recover.

While most missions come from rumors gathered by a wild hunt monarch, monarchs occasionally consider proposals from the few who are brave and knowledgeable enough to seek them out. They accept tasks only from sources they deem worthy, and the payments they demand for their services vary significantly, though they have no interest in material wealth. Wild hunt monarchs take grave offense at unfavorable deals. Those who attempt to cheat a monarch often become the enraged fey's next target.

Sidebar - Additional Lore Erastil

Those who lack understanding or religious backgrounds sometimes mistake representations of the wild hunt as depictions of the god Erastil, but Erastil and his church have long fought against the capricious, often destructive effects the wild hunt can have on rural societies. Some believe that Erastil was the first Horned Lord in an ancient time, and that his heart and conscience caused him to step away from the role, leaving behind a son to take up that position; these beliefs are regarded as blasphemy by the church itself. Certainly, those who claim to worship Erastil in this light do not count any actual clerics among their number.

Sidebar - Related Creatures Other Wild Hunts

The agents of the wild hunt presented here represent typical wild hunts, but rumors persist of other, much rarer fey of the wild hunt. Stories of shapeshifting wild hunt infiltrators, wild hunt trappers capable of transforming the terrain into hazards, and wild hunt warlords who stand taller than any other member of the wild hunt persist on certain remote worlds.

Sidebar - Related Creatures Serving The Eldest

Some wild hunt bands serve specific members among the Eldest. These variant wild hunts always have the same abilities and statistics as those presented on these pages, but often bear minor physical changes to set them apart. For example, wild hunts that serve the Lantern King have eyes that shine with fiery light, as if a flickering lantern flame burned deep within their skulls.

Sidebar - Advice and Rules Surviving The Hunt

When one is marked by the wild hunt, there is often little that can be done to avoid their attention. Some stories give examples of fraught chases in which a hunted prey escapes the wild hunt through evasion and luck. The best way to simulate such an encounter is to use the chase rules. If you do so, it should be a long chase with DCs appropriately high to challenge PCs of 15th or higher level—the wild hunt is not intended to be a challenge that lower level PCs can hope to survive against, after all!

Sidebar - Additional Lore The Horned King

All fey of the wild hunt ultimately serve a legendary leader they refer to only as the Horned King. The Horned King's true nature is unknown, but its ability to command such powerful followers suggests that it is a fey on par with one of the Eldest (who themselves deny knowledge of such a creature's existence). The Horned King does not grant spells to clerics. When the Horned King calls, several wild hunts join into a legion and ride together against legendary opponents. This call is rare, however, and wild hunts are normally left to direct themselves or to serve other entities, such as the Lantern King.