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There is a Legacy version here.

Wild Hunt Monarch

Each wild hunt follows a wild hunt monarch who travels between the First World and the Universe in search of new quarry. These limber and regal humanoids have elk antlers, long pointed ears, flowing hair, and luminescent green eyes. They carry long, deadly glaives, believing that ranged weapons are unnecessary—their duty is simply to deliver the killing blow after their hunters have downed the hunt's quarry with arrows and spells. Wild hunt monarchs also carry a gnarled horn which they blow to call up the hunt. Each monarch's horn produces a unique call, allowing hunters to tell each other apart when multiple hunts join together.

Elite | Normal | Weak
Proficiency without Level

Wild Hunt MonarchCreature 20

Rare Medium Fey Wild Hunt 
Source Feybound pg. 170
Recall Knowledge DC 45 (includes +5 from Rare) • Fey (Nature)
Perception +15; greater darkvision, greensight, scent (imprecise) 30 feet
Languages Aklo, Common, Draconic, Fey; speak with animals, speak with plants
Skills Acrobatics +14, Athletics +18, Diplomacy +16, Intimidation +20, Nature +16, Performance +16, Stealth +17, Survival +21
Str +10, Dex +6, Con +7, Int +6, Wis +7, Cha +10
Items monarch's glaive (functions as glaive)
AC 26; Fort +13, Ref +12, Will +15
HP 450; Weaknesses cold iron 20
Instinctive Cooperation The wild hunt monarch automatically critically succeeds at saving throws against effects created by allied wild hunt creatures.Reactive Strike [reaction] Wild Gaze (aura, emotion, fear, incapacitation, mental, primal, visual) 30 feet. Those who meet the gaze of a wild hunt monarch 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 monarch can deactivate or activate this aura with a single action, which has the concentrate trait.
Speed 40 feet
Melee [one-action] monarch's glaive +18 [+13/+8] (deadly d8, forceful, reach), Damage 4d8+20 slashing plus 1d6 sonic and 1d6 persistent bleedMelee [one-action] horns +18 [+14/+10] (agile), Damage 4d8+20 piercing plus brutal gorePrimal Innate Spells DC 20, attack +12; 10th manifestation; 9th dispel magic, dominate, execute; 8th charm, migration, suggestion; 7th illusory disguise, interplanar teleport, mirage; 6th speak with stones; Cantrips (10th) electric arc, figment, ignition, know the way; Constant (10th) speak with animals, speak with plants
Rituals DC 24; 8th control weather; 6th primal call (creatures with the wild hunt trait only)
Brutal Gore A creature critically hit by a wild hunt monarch's horns Strike is stunned 1.Call Glaive [one-action] (primal, teleportation) The wild hunt monarch conjures their monarch's glaive into their hands from any distance. The glaive comes alive in their hands and is a +3 major striking greater thundering wounding glaive while they wield it. If the glaive is destroyed, the wild hunt monarch can create a new one as a three-action activity with the manipulate and primal traits.Call to the Hunt [three-actions] (manipulate, primal, teleportation) Frequency once per day; Effect The wild hunt monarch blows the gnarled horn at their side, summoning allies from within 1 mile to free spaces of the monarch's choice within 30 feet. The wild hunt monarch can summon either two wild hunt scouts or four wild hunt archers.Focus Gaze [one-action] (concentrate, emotion, fear, incapacitation, mental, primal, visual) The wild hunt monarch 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 monarch's next turn.Mercy Stroke [two-actions] (death) Frequency once per round; Requirements A creature within reach was critically hit by another wild hunt creature since the end of the wild hunt monarch's last turn; Effect The wild hunt monarch makes two monarch's glaive Strikes against the required creature. The monarch's multiple attack penalty doesn't increase until after they make all their attacks.Wild Reincarnation [reaction] (primal) Trigger The wild hunt monarch kills an adjacent non-fey creature. Effect The wild hunt monarch attempts to reincarnate the triggering creature as a fey. The creature must attempt a DC 22 Fortitude save; if it was affected by one of the monarch's mental spells or effects when it died, it takes a –2 status penalty to this save.
Critical SuccessThe creature is restored to life as 10th-rank raise dead and is permanently immune to the wild hunt monarch's Wild Reincarnation.
SuccessThe creature is unaffected and remains dead.
FailureThe 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 must be a wild hunt creature if possible. The new fey creature retains none of the abilities and only scattered pieces of the memories or personality of the reincarnated creature, and it follows the orders of the wild hunt monarch. After 1 minute, the reincarnated creature dies and its body reverts to the original corpse, which can be restored to life normally.
Critical FailureAs failure, but the reincarnated fey remains alive until it is slain or a wish ritual or similar effect reverses the reincarnation.

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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