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There is a Legacy version here.

Wild Hunt Scout

These compact hunters have pointed ears, green eyes, and ram's horns. Wild hunt scouts are few but powerful, drawing on their connection to the primal stuff of creation to conjure crystalline weapons and blasts of pure force. They relish the chance to seek revenge upon those who have wronged or insulted the wild hunt, but tend to grow bored when the stakes aren't lethal.

Elite | Normal | Weak
Proficiency without Level

Wild Hunt ScoutCreature 18

Rare Medium Fey Wild Hunt 
Source Feybound pg. 169
Recall Knowledge DC 43 (includes +5 from Rare) • Fey (Nature)
Perception +16; greater darkvision, greensight, scent (imprecise) 30 feet, truesight
Languages Aklo, Common, Fey; speak with animals, speak with plants
Skills Acrobatics +14, Athletics +17, Deception +14, Intimidation +14, Nature +13, Stealth +19, Survival +16
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, mist, and fog.
Planar Acclimation The wild hunt scout treats the plane it is located on as its home plane.
Wild Hunt Link (aura, primal) 500 feet. Other wild hunt creatures in the area, except wild hunt scouts, gain the scout's deny advantage ability.
AC 24; Fort +10, Ref +12, Will +16
HP 380; Weaknesses cold iron 20
Deny Advantage A wild hunt scout isn't off-guard to hidden, undetected, or flanking creatures of their level or lower, or creatures of their level or lower using surprise attack. However, they can still help their allies flank.Instinctive Cooperation The wild hunt scout automatically critically succeeds at saving throws against effects created by allied wild hunt creatures.Wild Gaze (aura, emotion, fear, incapacitation, mental, primal, visual) 30 feet. Those who meet the gaze of a wild hunt scout are overwhelmed by the pressure of the hunt's legacy. A creature that ends its turn in the emanation must succeed at a DC 19 Will save or be slowed 1 (slowed 2 on a critical failure) until it leaves. The wild hunt scout can deactivate or activate this aura with a single action, which has the concentrate trait.
Speed 40 feet
Melee [one-action] crystal scimitar +17 [+12/+7] (forceful, sweep), Damage 3d6+17 slashing plus 2d6 forceRanged [one-action] emerald beam +15 [+10/+5] (mental, primal, range 30 feet), Effect The target is dazzled and off-guard for 1 round. On a critical hit, the target is also blinded for 1 round.Primal Innate Spells DC 22, attack +14; 9th force barrage (×2), unfettered pack; 8th disappearance, migration; 7th interplanar teleport; 6th speak with stones; 5th translocate (×3); Cantrips (9th) know the way; Constant (9th) speak with animals, speak with plants, truesight, vanishing tracks
Focus Gaze [one-action] (concentrate, emotion, fear, incapacitation, mental, primal, visual) The wild hunt scout fixes their glare on a creature it can see within 30 feet, which must immediately save against wild gaze. A creature that fails its save and was already slowed by wild gaze is instead paralyzed for 1 round, after which it is immune to Focus Gaze from any wild hunt creature until the start of the wild hunt scout's next turn.Forceful Focus [three-actions] (concentrate) Requirements The wild hunt scout cast force barrage the previous round; Effect The wild hunt scout focuses on their mastery of energy, glowing with emerald light. Any force barrage innate spells they have cast that day are restored and can be cast again. In addition, until the end of their next turn, creatures that take force damage from the wild hunt scout must succeed at a DC 22 Fortitude save or be stunned 1 (stunned 2 on a critical failure). The wild hunt scout can't use Forceful Focus again for 1 hour.Manifest Crystals [free-action] The wild hunt scout manifests an object made of crystallized force in their hands: a fist-sized shard of crystal or a +2 greater striking scimitar. The object vanishes if it leaves the wild hunt scout's hands or if they die.Sneak Attack A wild hunt scout's Strikes deal 3d6 extra precision damage to off-guard creatures.

All Monsters in "Wild Hunt"

NameLevel
Wild Hunt Archer16
Wild Hunt Horse15
Wild Hunt Hound14
Wild Hunt Huntsmaster18
Wild Hunt Monarch20
Wild Hunt Scout18

Wild Hunt

Source Feybound pg. 166
Although some believe the wild hunt is nothing more than legend, the riders of the hunt are very real, comprised of countless lithe, horned humanoids, along with their steeds and hunting hounds. The term “wild hunt” refers to these fey as a whole, as well as to individual groups who gather at a wild hunt monarch's call to pursue their chosen quarry. The less dangerous a quarry, the more likely a monarch will impose rules to make the hunt more entertaining.

Sidebar - Additional Lore Erastil

Those who lack religious backgrounds sometimes mistake representations of the horned wild hunt as depictions of the god Erastil, but he 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 conscience caused him to step away from the role; these beliefs are blasphemy to his church.

Sidebar - Advice and Rules Joining the Hunt

While many of a wild hunt's horses and hounds are those slain by its monarch and resurrected as fey followers, it's unknown how the hunt replenishes the ranks of its humanoid hunters. Some say new members are gathered from those fey so impressed by the glory of the hunt's passage that they magically transform into athletic, horned forms. Others claim that between hunts, they gather in ancient feasting halls where their children live and train, though none have seen these halls and lived to tell the tale. Still others suggest that many members are fey nobles, disguising themselves to engage in thrilling sport without political consequences. The truth could be all three, or none.

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 among their ranks. Whispered stories persist of shapeshifting wild hunt infiltrators, wild hunt trappers capable of transforming terrain into hazards, and wild hunt warlords who stand taller than any of their fellows. These rumors might reflect other powerful fey who join a hunt in disguise, ancient members of the hunt whose prey rarely live to describe them, or some combination of the two.

Sidebar - Related Creatures Serving the Eldest

Some wild hunt bands serve specific members among the Eldest. These variant wild hunts have the same abilities and statistics as those presented here, but may 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, little can be done to avoid their attention. Some stories give examples of fraught chases in which a hunted prey escapes through evasion and luck. The best way to simulate such an escape is to use the chase rules, rather than a combat encounter. If you do so, it should be a long chase with DCs 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!

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.

Shelyn's Corner

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