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Wild Hunt Archer

These lithe, androgynous humanoids have pointed ears, glowing green eyes, and hair that flows softly at all times as if in a gentle breeze. They are methodical hunters who fire their bows with uncanny accuracy. Since wild hunt archers tend to be slower on foot than most of their companions, they often rely on wild hunt horses to provide increased mobility. Rather than carrying normal arrows, they can produce arrows as needed from magical quivers—these quivers do not function in this manner for anyone other than wild hunt archers.

Recall Knowledge - Fey (Nature): DC 40
Unspecific Lore: DC 38
Specific Lore: DC 35

Elite | Normal | Weak
Proficiency without Level

Wild Hunt ArcherCreature 16

Legacy Content

Rare CN Medium Fey Wild Hunt 
Source Kingmaker Adventure Path pg. 618
Perception +30; greater darkvision, greensight, scent (imprecise) 30 feet, true seeing
Languages Aklo, Common, Sylvan; speak with animals, speak with plants
Skills Acrobatics +32, Athletics +30, Intimidation +32, Nature +27, Stealth +32, Survival +30
Str +6, Dex +8, Con +6, Int +3, Wis +6, Cha +6
Greensight The wild hunt archer ignores the concealed condition from leaves and other foliage.
Planar Acclimation The wild hunt archer treats the plane it is located on as its home plane.
Wild Hunt Link (aura, divination, magical) 500 feet. A wild hunt archer grants all other members of the wild hunt in the aura except wild hunt archer the ability to target concealed creatures with ranged Strikes without having to succeed at a DC 5 flat check.
Items +2 resilient leather armor, living bow
AC 39; Fort +26, Ref +32, Will +28
HP 340; Weaknesses cold iron 15
Instinctive Cooperation The wild hunt archer 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 archer 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 34 Will save to resist becoming slowed 1 (slowed 2 on a critical failure). The wild hunt archer can deactivate or activate this aura by using a single action, which has the concentrate trait.
Speed 25 feet
Melee [one-action] horns +30 [+26/+22] (agile), Damage 3d12+12 piercingRanged [one-action] living bow +32 [+27/+22] (deadly d10, propulsive, range 100 feet, volley 30 feet), Damage 3d8+12 piercing plus 1d6 coldPrimal Innate Spells DC 37, attack +29; 8th disintegrate, polar ray; 7th cloudkill, eclipse burst, finger of death, vampiric touch (Ă—3), wall of ice; 6th stone tell; Cantrips (8th) know direction; Constant (8th) speak with animals, speak with plants
Focus Gaze [one-action] (concentrate, enchantment, fear, incapacitation, mental, primal, visual) The wild hunt archer fixes its glare at a creature it can see within 30 feet. The target must immediately attempt a Will save against the wild hunt archer'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 archer's next turn.Infuse Arrow [three-actions] (magical) The wild hunt archer Casts a Spell with a range of touch and then makes a ranged Strike with their living bow. If they hit a creature with that Strike, that creature is also targeted by the spell's effects. If the Strike misses, the spell is wasted.
Alternatively, the wild hunt archer can Cast a Spell that affects an area and then make a ranged Strike with their living bow. If they hit a creature with that Strike, the spell takes effect centered on that creature, and the creature struck takes a –2 circumstance penalty to any save against the spell's effect. If the Strike misses, the spell is wasted.
Living Bow (primal, transmutation) The wild hunt archer carries a manifestation of their archery in the form of a living bow. This weapon functions as a +2 greater striking frost composite longbow as long as it is wielded by the wild hunt archer, but in any other creature's hands the living bow functions as a normal, nonmagic composite longbow. A wild hunt archer can manifest a replacement living bow if its previous one is lost or destroyed by performing a one-minute activity that has the concentrate trait. A living bow appears to be made of wood and constantly sprouts leaves that turn autumnal colors and drop away; it's bowstring is a glowing green line of energy. A wild hunt archer spontaneously generates arrows as needed from its quiver when using a living bow.Seeking Shots The wild hunt archer's ranged Strikes and spells with ranged attack rolls ignore their target's concealed condition.

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.