Wild Hunt Huntlord

by Sonixerse

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Lords of the Hunt

Every Wild Hunt campaign is led by an extremely powerful fey known as the Lord of the Hunt. In most circumstances, hunt lords are not the archfey that the Wild Hunt serve but are instead a powerful general or advisor to that specific archfey instead. However, this does not diminish the threat that these individuals represent.

Masters of the Hunt

Whereas most members of the Wild Hunt have a particular specialization, lords of the hunt typically exhibit mastery of all aspects of combat. These individuals are often well decorated with centuries of experience as well as various trophies from prey they have taken down. During the Wild Hunt, the lord of the hunt acts as the ultimate authority over their charges and will ensure each member respects the Wild Hunt. In addition to fulfilling the task appointed by their archfey masters, most hunt lords always have at least one key target in mind that they will choose to hunt down for their own personal glory or agenda. Such individuals are typically powerful creatures such as a dragon, and ancient therianthropes, or some other notable creature.

Circle of the Hunt

All hunt lords have several attendants that accompany them in every hunt. These individuals are considered to be the circle of the hunt and are the most dependable warriors that the hunt lord has within their personal party. Although these individuals typically aid the lord of the hunt in their quarry, they also maybe be tasked with high priority missions and are assigned their own hunting party. However, they share a magical bond with the lord of the hunt and can magically come to their side in the hunt lord's time of need.

Dauntless Hunter

Despite their incredible power and authority, lords of the hunt also have the immense responsibility to succeed on their missions. No matter the opponent, the Lord of the Hunt will never back down from a foe, for there is only the hunter and hunted. However, when facing a superior enemy, the lord of the hunt will use every trick it has at its disposal to gain the upper hand, after all, the hunt should not only test physical might but also cunning and cleverness as well. A lord of the hunt would rather die than to flee out of fear as the shame of fleeing from a hunt would be worse than death to them. However, these fey have also been known to show respect to those that escape its grasp or defeat it. Unfortunately, gaining its respect also means that it will strive harder to eventually hunt down and defeat the individual as well.



Lord of the Wild Hunt

Medium Fey, chaotic neutral


  • Armor Class 18 (Leather Armor)
  • Hit Points 228(24d8+120)
  • Speed 40ft.

STR DEX CON INT WIS CHA
19 (+4) 21 (+5) 21 (+5) 14 (+2) 22 (+6) 23 (+6)

  • Saving Throws Dex+11, Wis +12, Cha +12
  • Skills Stealth +11, Survival +12, Perception +12
  • Damage Resistances bludgeoning, piercing, and slashing damage from nonsilvered weapons; cold
  • Senses darkvision 120ft., passive Perception 22
  • Languages Common, Sylvan
  • Challenge 9 (5000 xp) Proficiency Bonus +6

Fear Monger If the lord of the wild hunt takes the Attack action against a frightened target, it can make one additional weapon attack against that creature as part of that action.

Frightful Presence All creatures within 60ft. of the lord of the wild hunt's choice must succeed a DC 20 Wisdom saving throw or become frightened by the lord of the wild hunt for one minute.

A frightened target that starts its turn within 30 feet of the lord of the wild hunt must use all its movement on that turn to get as far from the lord of the wild hunt 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 Frightful Presence of all Lords of the Wild Huntfor the next 24 hours.

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

Gloom Sight The lord of the wild hunt's vision is not obscured by magical darkness.

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

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

Legendary Resistance (3/day) When the lord of the wild hunt fails a saving throw, it can choose to succeed. Upon using this feature, it can use its Huntsman's Jaunt feature as part of that action.

Relentless Hunt The lord of the wild hunt 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 lord of the wild hunt 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 lord of the wild hunt's innate spellcasting ability is Charisma(spell save DC 20).The lord of the wild hunt 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
  • 2/day each Conjure Volley, Cone of Cold, Swift Quiver
  • 1/day each Plane Shift, Teleport

Actions

Multiattack. The lord of the wild hunt can make three weapon attacks of its choice on its turn.

Huntmaster's Claymore. Melee Weapon Attack: +10 to hit, 5ft., one target. 18 (4d6+4) slashing damage +14(3d8) cold damage. This attack deals an additional 14(3d8) psychic damage against a frightened creature.

Huntmaster's Bow. Ranged Weapon Attack: +11 to hit, 600ft., one target. 16 (2d10+5) piercing damage +14(3d8) cold damage. This attack has advantage against creatures below half their hitpoint maximum. This attack can ignore any bonuses due to half or three-fourth's cover.

Call of the Hunt (1/day) The lord of the wild hunt summons (1d6+1) members of the Wild Hunt which appear in an unoccupied space within 60ft of the lord of the wild hunt and is considered to be its ally.

The lord of the wild hunt can summon its choice of any of the following creatures: Wild Hunt Stalkers, Wild Hunt Packlords; Wild Hunt Mooncasters, Wild Hunt Marauders, or Wild Hunt Feymares.

The Wild Hunt remains until this ability is used again, it or the lord of the Wild Hunt dies,or until it is dismissed.

Bonus Actions

Huntsmen's Jaunt. As a bonus action, the lord of the wild hunt can magically shift from the Material Plane to the Feywild, or vice versa. If the the lord of the wild hunt uses this ability while in dim light or darkness, it can reappear in a spot 120ft. from its original position on that respective plane.

Hunt Lord's Edict The lord of the wild hunt can command one allied creature part of the Wild Hunt within 60ft. of it that can see or hear it to use its reaction to move up to its full movement speed and take the Attack action against a creature within range.

Legendary Actions

The lord of the wild hunt can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The lord of the wild hunt regains spent legendary actions at the start of its turn

Teleport The lord of the wild hunt can use its Huntsman's Jaunt

Hunt's Call (costs 2 actions) The lord of the wild hunt can use its Hunt Lord's Edict

Resilience (costs 3 actions) The lord of the wild hunt can end of spell or condition on itself.

 

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