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The Horned HunterCreature 18


UniqueCNMediumFey
Source Pathfinder Kingmaker
Perception +35 (low-light vision)
Languages Common, Sylvan
Skills Acrobatics +35, Athletics +35, Lore +32, Nature +33, Stealth +35, Survival +33
Str +8, Dex +6, Con +6, Int +4, Wis +6, Cha +8

AC 42; Fort +32; Reflex +30; Will +30;
HP 350
Speed 35 feet
Weaknesses Coldiron 15

Horns One Action +34 (+30, +26) to hit (agile, deadly d8, versatile p) 3d12+16 Bludgeoning
Composite Shortbow One Action +34 (+29, +24) to hit (deadly d10, range increment 60, reload 0) 3d6+16 Piercing + 1d6 Sonic

Low-Light Vision

The monster can see in dim light as though it were bright light, so it ignores the Concealed condition due to dim light.

Fey Conduit

Before she sent him into the Material Plane, Nyrissa used the power of her home within the Fable (see area M7c) to forge a link with the Horned Hunter. During his time on the Material Plane, she can observe the world as if seeing through his eyes and listening through his ears. She cannot bolster the Horned Hunter via this link, and uses it primarily to spy on the PCs and observe their tactics in preparation for what she hopes never occurs-their invasion of Thousandbreaths. If the Horned Hunter claims Briar, the sword causes this link to Nyrissa to end immediately.

Sylvan Wine (enchantment, mental, primal)

A satyr's wineskin magically enchants any alcohol inside. With an Interact action, a living creature can imbibe the alcohol and gain a +3 item bonus to Will saves for the following hour. When the wineskin is removed from a satyr's person, the magic remains only until the wine spoils. The wineskin holds up to eight drafts of wine.

Effect: Sylvan Wine (Horned Hunter)

Juggernaut

When the Horned Hunter rolls a success on a Fortitude save, he gets a critical success instead.

Bloom Step

The Horned Hunter ignores the effects of non-magical difficult terrain and that caused by a bloom.

Bow Specialist

The Horned Hunter gains the critical specialization effect for any bow he wields.

Fleet Performer Reaction

Trigger The Horned Hunter Plays the Pipes


Effect The Horned Hunter Steps or Strides.

Hunt Prey One Action (concentrate)

The Horned Hunter designates a single creature he can see or hear as his prey. He gains a +2 circumstance bonus to Perception checks when he Seeks his prey and a +2 circumstance bonus to Survival when he Tracks his prey, and he ignores the penalty for making ranged attacks within his second range increment against his prey. He can have only one creature designated as prey at a time. If he uses Hunt Prey against a creature when he already has a creature designated, the prior creature loses the designation and the new prey gains the designation. Otherwise, a designation lasts until his next daily preparations.

Masterful Hunter

The Horned Hunter's multiple attack penalty for attacks against his hunted prey is -3 (-2 with an agile weapon) on his second attack in a turn, and -6 (-4 with an agile weapon) on his third or subsequent attacks. The first time he hits his hunted prey in a round, he deals 2d8 additional precision damage.

Play the Pipes Three Actions (auditory, primal)

Requirements The satyr is holding a musical instrument.


Effect The satyr plays a melody on his instrument to cast Charm, Fear, Sleep, or Suggestion without expending the spell slot and using his music in place of providing the spell's component actions. The spell gains the auditory trait and targets all creatures in a 60-foot emanation instead of its usual targets. A creature that succeeds at its Will save against any spell is then temporarily immune from spells played from that satyr's pipes for 1 minute. Satyrs are immune to this music.

Improved Knockdown Free Action

The monster can use Knockdown as a free action triggered by a hit with its initial attack.


Primal Innate Spells (DC 37, +29 to hit)

Cantrips (9th Level): Dancing Lights, Ghost Sound, Inspire Competence, Inspire Courage, Triple Time
1st Level: Charm, Fear, Sleep
4th Level: Suggestion
5th Level: Tree Stride


To a satyr, life is a party and everyone is invited. Notorious for their hedonism, these fey believe there's no greater beauty than can be found in song, drink, indulgent meals, and carnal pleasures. Satyrs use their enchanting songs and natural charm to encourage all manner of people to follow their true desires and free themselves from society's rules. This usually involves enticing mortals to join raucous parties or engage in trysts in moonlit glades. If a potential companion rejects a satyr's advances, however, the satyr has little interest in continuing a conversation and goes off to find more amenable revelers.

The lifestyle of a satyr leaves no room for ongoing affairs or long-term friends. Once his party is over or his lust is satiated, the satyr disappears back into the forest. The offspring satyrs leave behind are satyrs themselves, and usually end up being taken from their cradles by other fey rather than being left in mortals' care. Satyrs are always male.

The untouched beauty of the forest is sacred and precious to a satyr. Brutish intruders who clear-cut trees or massacre animals without eating them risk drawing a satyr's ire. A satyr so provoked uses his spells to undermine foes and attempts to dispatch them either with brutal ambushes or by leading a rush of forest animals to attack.

Other fey, particularly good fey, look upon satyrs as loutish, embarrassing cousins. They're rarely hostile toward satyrs, but most find them insufferable and advise any mortals they like to steer clear of satyrs' glades.


Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Fey

Creatures of the First World are called the fey.