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Wild Hunt Horse

These steeds stand upon puffs of air, their grassy manes and tails swishing majestically in the wind. When they are not participating in a hunt, wild hunt horses enjoy constructing complicated courses through land and sky and racing each other for ever-changing stakes.

Recall Knowledge - Fey (Nature): DC 39
Unspecific Lore: DC 37
Specific Lore: DC 34

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 HorseCreature 16

Legacy Content

Rare CN Large Fey Wild Hunt 
Source Kingmaker Adventure Path pg. 617
Perception +31; greater darkvision, greensight, scent (imprecise) 30 feet
Languages Common, Sylvan; speak with animals, speak with plants
Skills Acrobatics +29, Athletics +33, Survival +31
Str +8, Dex +4, Con +6, Int -1, Wis +6, Cha +4
Greensight The wild hunt horse ignores the concealed condition from leaves and other foliage.
Planar Acclimation The wild hunt horse treats the plane it is located on as its home plane.
Wild Hunt Link (aura, divination, magical) 500 feet. A wild hunt horse grants all other members of the wild hunt in the aura except wild hunt horses a +10-foot status bonus to Speed.
AC 39; Fort +29, Ref +25, Will +31
HP 340; Weaknesses cold iron 15
Buck [reaction] DC 38Instinctive Cooperation The wild hunt horse automatically achieves a critical success on saving throws against effects created by other allied wild hunt creatures.Rider Synergy If the wild hunt horse has a wild hunt rider, damage done to the horse or rider from Strikes is split equally between the two.Wild Gaze (aura, enchantment, fear, incapacitation, mental, primal, visual) 30 feet. Those who meet the gaze of a wild hunt horse 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 33 Will save to resist becoming slowed 1 (slowed 2 on a critical failure). The wild hunt horse can deactivate or activate this aura by using a single action, which has the concentrate trait.
Speed 80 feet, fly 80 feet
Melee [one-action] hoof +32 [+28/+24] (agile), Damage 3d10+2+12 bludgeoning plus 1d8 persistent bleedPrimal Innate Spells DC 38 (+4 dmg); 8th freedom of movement, tree stride (self plus willing rider); 6th stone tell; Cantrips (8th) know direction, mage hand; Constant (8th) speak with animals, speak with plants
Bewildering Hoofbeats [two-actions] (auditory, aura, emotion, enchantment, mental, primal) The wild hunt horse stamps its hooves and prances in place, creating the sound of hundreds of horses apparently approaching from all directions. Each creature within 60 feet must attempt a DC 35 Will save.
Critical Success The creature is unaffected and is temporarily immune to Bewildering Hoofbeats for 1 hour.
Success The creature is distracted by the sound. Until the start of the creature's next turn, if it attempts to use a reaction, it must succeed at a DC 5 flat check or the reaction is disrupted, wasted with no effect.
Failure The creature is bewildered by the sound, with the same effects as success except it is also confused for 1 round.
Critical Failure As failure, but the confusion effect persists for 1 minute or until the creature recovers by other means.
Deafening Cry [one-action] (auditory, evocation, primal, sonic) The wild hunt horse gives out a thundering cry in a 15-foot cone. Creatures in the area take 16d6 sonic damage (DC 38 basic Fortitude save, plus deafened for 1 minute on a critical failure). The wild hunt horse can't use Deafening Cry again for 1d4 rounds.Focus Gaze [one-action] (concentrate, enchantment, fear, incapacitation, mental, primal, visual) The wild hunt horse fixes its glare at a creature it can see within 30 feet. The target must immediately attempt a Will save against the wild hunt horse'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 horse's next turn.Trample [three-actions] Medium or smaller, hoof, DC 38.

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.