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Wild Hunt Scout

These compact few have pointed ears, green eyes, and ram's horns. They relish the chance to seek revenge upon those who have wronged or insulted the wild hunt, but they tend to grow bored when the stakes aren't lethal.

Recall Knowledge - Fey (Nature): DC 43
Unspecific Lore: DC 41
Specific Lore: DC 38

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 ScoutCreature 19

Legacy Content

Rare CN Medium Fey Wild Hunt 
Source Kingmaker Adventure Path pg. 619
Perception +36; greater darkvision, greensight, scent (imprecise) 30 feet
Languages Aklo, Common, Sylvan; speak with animals, speak with plants
Skills Acrobatics +34, Athletics +35, Deception +34, Intimidation +34, Nature +31, Stealth +39, Survival +36
Str +9, Dex +6, Con +6, Int +5, Wis +8, Cha +6
Greensight The wild hunt scout ignores the concealed condition from leaves and other foliage.
Planar Acclimation The wild hunt scout treats the plane it is located on as its home plane.
Wild Hunt Link (aura, divination, magical) A wild hunt scout grants all other members of the wild hunt in the aura except wild hunt scouts deny advantage.
AC 44; Fort +30, Ref +32, Will +36
HP 400; Weaknesses cold iron 15
Instinctive Cooperation The wild hunt scout 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 scout 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 39 Will save to resist becoming slowed 1 (slowed 2 on a critical failure). The wild hunt scout can deactivate or activate this aura by using a single action, which has the concentrate trait.
Speed 40 feet
Melee [one-action] crystal scimitar +37 [+32/+27] (forceful, sweep), Damage 3d6+2+17 slashing plus 2d6 forceRanged [one-action] emerald beam +36 [+31/+26] (range 40 feet), Effect befuddlePrimal Innate Spells DC 42, attack +34 (+4 dmg); 9th magic missile, unfettered pack; 8th disappearance, wind walk; 7th magic missile, plane shift; 6th stone tell; 5th dimension door (×3), magic missile; Cantrips (9th) know direction; Constant (9th) pass without trace, speak with animals, speak with plants, true seeing
Befuddle (enchantment, mental, primal) A wild hunt scout can emit a beam of emerald light from their crystal shard to attempt an emerald beam ranged Strike. If the beam hits, it inflicts no damage (nor does it inflict precision damage from a sneak attack), but it overstimulates the target's mind, causing them to become dazzled and flat-footed for 1 round. On a critical hit, the target is also blinded for 1 round.Deny Advantage A wild hunt scout isn't flat-footed to hidden, undetected, or flanking creatures of your level or lower, or creatures of their level or lower using surprise attack. However, they can still help their allies flank.Focus Gaze [one-action] (concentrate, enchantment, fear, incapacitation, mental, primal, visual) The wild hunt scout fixes its glare at a creature it can see within 30 feet. The target must immediately attempt a Will save against the wild hunt scout'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 scout's next turn.Forceful Focus [three-actions] (concentrate) Requirement The wild hunt scout cast magic missile the previous round. Effect The wild hunt scout focuses on their mastery of force, standing still as they become swathed in pulsing emerald light. Any magic missile innate spells they have cast that day are restored, allowing them to be cast again. Until the end of their next turn, any creature that takes force damage from the wild hunt scout must succeed at a DC 42 Fortitude save or be stunned 1 (stunned 3 on a critical failure). The wild hunt scout can't use forceful focus for 1 hour.Manifest Crystals [free-action] A wild hunt scout can manifest a +2 greater striking scimitar made of crystalized force or a fist-sized shard of the same in her hands. These objects vanish upon the wild hunt scout's death, or as soon as they no longer possess the items.Sneak Attack A wild hunt scout's Strikes deal 3d6 extra precision damage to flat-footed creatures.

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.