Wildhunt Mooncasters
Despite common misconceptions, many members of the Wild Hunt are actually distinguished casters known as mooncasters instead of mighty warriors. Although the fey of the Wild Hunt typically have the ability to harness magic due to their fey nature, mooncasters exhibit incredible arcane skill and have specialized in hunt down their quarry.
Arcane Hunters
Wild Hunt mooncasters are considered to be one of the most dangerous of all members of the Wild Hunt, barring Hunt Lords, due to their versatility and cleverness. Their role within the Wild Hunt is to find and target high priority targets for the main force. They are especially effective in pursing prey that uses magical means to avoid detection. If chosen prey proves to be quite elusive for the main force, it is only a matter of time before a party of mooncasters are tasked with picking up the target's trail. Thanks to their mastery of lunar magics, they are able to counter and see through many forms of illusion or transmutation magics, especially those used by shapeshifters.
Inescapable Spells
However, the greatest advantage these mages possess is their special form of spellcasting that does not require them to see the target. If the mooncaster is able to acquire even the smallest trinket or a single strand of hair from its quarry, it is able to track and target them with spells regardless of their location as long as they are within range. Because of this, creatures that are hidden by invisibility or full cover are unable to escape the effects of these casters.
Hunter Support
In addition to serving as trackers, mooncasters have the ability to transport small squads of fey through interplanar rifts to quickly outflank their foes. Although all members of the Wild Hunt have this natural ability, the mooncaster grants their allies additional mobility to escaping incoming danger or to close off their opponents escape. Additionally, they also prove to be quite invaluable support troops, especially against powerful opponents as they are able to use their moonlit magic to mark their prey for their enemies. While marked in this manner, the target gives off a silvery glow that sears the target each time it takes damage.
Wild Hunt Mooncaster
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)
Fey Resilience The wild hunt mooncaster has advantage on saving throws against being charmed or frightened.
Gloom Sight The wild hunt mooncaster's vision is not obscured by magical darkness.
Inevitable Hunt If the wild hunt mooncaster knows a creature's location using its Relentless Hunt feature, it can still target that creature with spell effects that only target on creature, even if the wild hunt mooncaster does not have line of sight. However, the target must still be within range of the spell's effect.
Magical Attacks The wild hunt mooncaster's attacks are magical and silvered for the purpose of overcoming resistance and immunity.
Magic Resistance The wild hunt mooncaster has advantage on saving throws against spells and magical effects.
Moon Sight The wild hunt mooncaster can see the true form of shapechangers or creatures under the effects of an illusion or transmutation spell.
Relentless Hunt The wild hunt mooncaster 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 mooncaster 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 mooncaster 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 mooncaster must remain in the Feywild. After sunset, it can return to the Material Plane at the same spot.
Innate Spellcasting
The wild hunt mooncaster's innate spellcasting ability is Charisma(spell save DC 16).The wild hunt mooncaster cast cast the following spells, requiring no material components:
- At Will Find Steed, Guiding Bolt, Hunter's Mark, Invisibility, Moonbeam, Pass without a Trace, Thaumaturgy, Scrying
- 3/day each Faerie Fire, Counterspell, Dispel Magic, Dimension Door, Summon Fey, Haste
- 2/day each Conjure Volley, Cone of Cold, Greater Invisiblity
- 1/day each Otiluke's Freezing Sphere, Teleport, Plane Shift
Actions
Multiattack. The wild hunt mooncaster can cast a spell and make one attack with its Moonstaff or Moonbolt.
Moonstaff. Melee Weapon Attack: +9 to hit, 10ft., one target. 8 (1d8+4) bludgeoning damage +9(2d8) cold damage. If in moonlight, this attack deals an addiitonal 11(2d10) radiant damage and attacks against the target has advantage until the start of the wild hunt mooncaster's next turn.
Moonbolt Ranged Weapon Attack: +8 to hit, 600ft., one target. 14 (2d10+4) radiant damage +9(2d8) cold damage. On a hit, the target gives off dim light in a 20ft. radius until the start of the mooncaster's next turn. Any damage roll against that target before the duration ends deals an additional 11(2d10) radiant damage.
Bonus Actions
Huntsmen's Jaunt. As a bonus action, the wild hunt mooncaster can magically shift from the Material Plane to the Feywild, or vice versa. If the wild hunt mooncaster uses this ability while in dim light or darkness, it can reappear in a spot 60ft. from its original position on that respective plane.
Moon Stride (Recharge 5-6) When the wild hunt mooncaster uses its Huntsman's Jaunt, it can allow any willing allies of its choice within 30ft. of it to use their reaction to use Huntsman's Jaunt as well.