Wild Hunt Packlords

by Sonixerse

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Wild Hunt Packlords

Members of the Wild Hunt are notorious for the hunting beasts they bring from the Feywild to aid in their expeditions. Although the Wild Hunt has been known to utilize a variety of exotic beasts, they most commonly use the terrifying yeth hound. In fact, the approach on an oncoming Wild Hunt is preceding by the haunting baying of packs of yeth hounds.

Yeth Hound Masters

There is not much of a hierarchy within the Wild Hunt, outside of the Hunt Lords, as each member contributes to the Wild Hunt due to their particular specialization. Any sort of prestige comes from results of the Hunt and not any authoritarian position. As a result, any fey that possesses a special connection with yeth hounds is able to become a pack lord. Although all fey of the Wild Hunt can command yeth hound, none have the special ability to summon or control them with expert efficiency like a packlord.

Pack Fighter

Despite their role as a tactician for yeth hounds, packlords are still considered to be formidable warriors. They are equipped with a sinister flail made out of moonsilver that is powerful enough to knock much larger opponents off their feat. Additionally, unlike many other members of the Wild Hunt, they are equipped with a powerful crossbow instead of a longbow. These special crossbows are lined with special runes that magically marks a target for their yeth hounds to immediately track down and destroy.



Wild Hunt Packlord

Medium Fey, chaotic neutral


  • Armor Class 18 (Leather Armor)
  • Hit Points 120(16d8+48)
  • Speed 40ft.

STR DEX CON INT WIS CHA
19 (+4) 21 (+5) 16 (+3) 14 (+2) 17 (+3) 18 (+4)

  • Saving Throws Dex+9, Wis +7, Cha +8
  • Skills Stealth +9, Survival +7, Perception +7
  • Damage Resistances bludgeoning, piercing, and slashing damage from nonsilvered weapons; cold
  • Senses darkvision 120ft., passive Perception 7
  • Languages Common, Sylvan
  • Proficiency Bonus +4
  • Challenge 10 (5900 xp)

Fey Resilience The wild hunt packlord has advantage on saving throws against being charmed or frightened.

Gloom Sight The wild hunt packlord's vision is not obscured by magical darkness.

Magical Attacks The wild hunt packlord's attacks are magical and silvered for the purpose of overcoming resistance and immunity.

Magic Resistance The wild hunt packlord has advantage on saving throws against spells and magical effects.

Pack Tactics The wild hunt packlord has advantage on an attack roll against a creature if at least one of the wild hunt packlord's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Relentless Hunt The wild hunt packlord knows the distance and most direct route to a creature or object as long as it has one piece of the target or an item of its possession. The wild hunt packlord knows the target's location even if they are on different planes of existence. Creatures hidden by divination magic are immune to this effect.

Sunlight Banishment If the wild hunt packlord starts its turn in sunlight while on the Material Plane, it is transported back to Feywild. While sunlight shines on the spot from which it vanished, the wild hunt packlord must remain in the Feywild. After sunset, it can return to the Material Plane at the same spot.

Innate Spellcasting

The wild hunt packlord innate spellcasting ability is Charisma(spell save DC 16).The wild hunt packlord cast cast the following spells, requiring no material components:

  • At Will Find Steed, Hunter's Mark, Pass without a Trace
  • 3/day each Dimension Door, Summon Fey, Haste
  • 1/day each Conjure Volley, Swift Quiver

Actions

Multiattack. The wild hunt packlord can make two attacks with its Packlord's Flail. Alternatively it can make two attacks with its Packlord's Crossbow.

Packlord's Flail. Melee Weapon Attack: +9 to hit, 10ft., one target. 9 (1d8+5) piercing damage + (2d8) bludgeoning damage. On a hit, the target must succeed a DC 16 Strength saving throw or be knocked prone.

Packlord's Crossbow Ranged Weapon Attack: +8 to hit, 600ft., one target. 10 (1d10+5) piercing damage +9(2d8) cold damage. This attack can ignore any bonuses due to half or three-fourth's cover.

On a hit, an allied yeth hounds have advantage on attacks against the target until the start of the wild hunt packlord's next turn.

Summon Hounds(1/day) The wild hunt packlord summons (1d6+1) yeth hounds which appear in an unoccupied space within 60ft. of the wild hunt packlord and is considered to be its ally. The yeth hounds remains until this ability is used again, it or the wild hunt pack lord dies,or until it is dismissed.

Bonus Actions

Huntsmen's Jaunt. As a bonus action, the wild hunt packlord can magically shift from the Material Plane to the Feywild, or vice versa. If the wild hunt packlord uses this ability while in dim light or darkness, it can reappear in a spot 60ft. from its original position on that respective plane.

Pack Lord's Command The wild hunt packlord can command an allied yeth hound within 60ft. of it that can see or hear it to use its reaction to move up to half its movement speed an make one melee weapon attack against a creature within range.

Reactions

Packlord's Retaliation When the wild hunt packlord takes damage, it can use its reaction to command an allied yeth hound to use its reaction to move up to half its movement speed and make an melee weapon attack against the attacker.

 

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