Wild Hunter Marauder
Marauders are considered to be the most common type of fey that one may encounter during the Wild Hunt. A single marauder from the Wild Hunt is still considered to be a formidable opponent easily outmatching all but the mightiest of mortal warriors. Their otherworldly nature grants them supernatural speed and endurance as they are able to shrug off all forms of non-silvered weapons, even if the weapon is magically enchanted.
Brutal Reavers
Marauders can be easily identified by the gleaming glaives crafted out of pure moonsilver. Despite its weight, they are able to wield it with alarming speed and precision and are capable to cutting down multiple opponents at a time with a single blow. In addition to their melee prowess, they are expert sharpshooters. Although their abilities are not quite on the level as stalkers or hunt lords, they are able to pin down their prey with their jagged arrows preventing their foe’s escape.
Fey Headhunters
Although all members of the Wild Hunt decorate themselves with trophies of their prey, marauders are especially notorious for this behavior. Depending on the individual, marauders often carry chains or armor decorated with the skulls of each fallen creature. Others tie the locks of fur, feathers, or hair of their victim to their own hair as decorations or highlights for each of their kill. Each successful hunt has immense personal value to each member of the wild hunt, and accomplished hunters are often seen sporting numerous trophies on their armor or weapons.
Fearmongers
However, their most notable characteristic is their ability to invoke a sense of dread within the hearts of their prey. Nothing is more exhilarating during the hunt is the chase. When pursing a frightened opponent, the lingering aura of their prey's fear seem to drive the marauder into the frenzied bloodlust. However, despite their obsession with fear, wild hunt marauders do not play with their target and will strike them down as quickly as possible holding nothing back. After all, prey must earn its right to die through a glorious battle.
Wild Hunt Marauder
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 9 (5000 xp)
Fear Monger The wild hunt maruader has advantage on attacks against frightened targets. On a hit, the wild hunt marauder can deal an additional 9(2d8) psychic damage.
Frightful Slayer When the wild hunt marauder deals a critical hit or reduces a creature to 0 hitpoints, all creatures of its choice within 10ft. of it must succeed a DC 16 Wisdom saving throw or become frightened until the end of its next turn.
Fey Resilience The wild hunt marauder has advantage on saving throws against being charmed or frightened.
Gloom Sight The wild hunt marauder's vision is not obscured by magical darkness.
Magical Attacks The wild hunt marauder's attacks are magical and silvered for the purpose of overcoming resistance and immunity.
Magic Resistance The wild hunt marauder has advantage on saving throws against spells and magical effects.
Relentless Hunt The wild hunt marauder 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 stalker 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 marauder 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 marauder must remain in the Feywild. After sunset, it can return to the Material Plane at the same spot.
Innate Spellcasting
The wild hunt marauder's innate spellcasting ability is Charisma(spell save DC 16).The wild hunt marauder 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 marauder can make two attacks with its Marauding Glaive attack. Alternatively it can make two attacks with its Marauder Longbow.
Marauding Glaive. Melee Weapon Attack: +9 to hit, 10ft., one target. 14 (1d10+5) slashing damage +9(2d8) cold damage. If the attack reduces a creature to 0 hitpoints, any excess damage carries over to a nearby creature. The wild hunt marauder targets another creature within reach and, if the original attack roll can hit it, applies any remaining damage to it. If that creature was undamaged and is likewise reduced to 0 hit points, repeat this process, carrying over the remaining damage until there are no valid targets, or until the damage carried over fails to reduce an undamaged creature to 0 hit points.
Marauder's Bow. Ranged Weapon Attack: +8 to hit, 600ft., one target. 14 (1d8+5) piercing damage +9(2d8) cold damage. This attack can ignore any bonuses due to half or three-fourth's cover.
On a hit, a Large or smaller target must succeed a DC 17 Strength saving throw or have its movement speed reduced to 0 as it is impaled by the arrow. A creature must use its action to make a DC 17 Strength check to remove the arrow in order to successfully move again.
Bonus Actions
Huntsmen's Jaunt. As a bonus action, the wild hunt marauder can magically shift from the Material Plane to the Feywild, or vice versa. If the wild hunt marauder uses this ability while in dim light or darkness, it can reappear in a spot 60ft. from its original position on that respective plane.
Dreadful Presence (Recharge 5-6) All creatures within 30ft. of the wild hunt marauder must succeed a DC 16 Wisdom saving throw or become frightened by the wild hunt marauder for one minute.
A frightened target that starts its turn within 30 feet of the wild hunt marauder must use all its movement on that turn to get as far from the wild hunt marauders as possible, must finish the move before taking an action, and must take the most direct route, even if hazards lie that way. At the end of each of its turns, a frightened creature can repeat its saving throw to end the effect on a success.
A target that successfully saves is immune to the Dreadful Presence of all wild hunt marauders for the next 24 hours.