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Wild Hunt ArcherCreature 16


RareCNMediumFeyWildHunt
Source Pathfinder Kingmaker
Perception +30 (greater darkvision, greensight, scent (imprecise) 30 feet, true seeing)
Languages Aklo, Common, Sylvan, Speak With Animals; Speak With Plants
Skills Acrobatics +32, Athletics +30, Intimidation +32, Nature +27, Stealth +32, Survival +30
Str +6, Dex +8, Con +6, Int +3, Wis +6, Cha +6

AC 39; Fort +26; Reflex +32; Will +28;
HP 340
Speed 25 feet
Weaknesses Coldiron 15

Horns One Action +30 (+26, +22) to hit (agile, magical) 3d12+12 Piercing
Living Bow One Action +32 (+27, +22) to hit (deadly d10, magical, propulsive, range 100, volley 30) 1d6 Cold + 3d8+12 Piercing

Greensight

The wild hunt archer ignores the Concealed condition from leaves and other foliage.

Planar Acclimation

The wild hunt archer treats the plane it is located on as its home plane.

Wild Hunt Link (aura, divination, magical)

500-foot emanation Aura

A wild hunt archer grants wild hunt other than archers the ability to target Concealed creatures with ranged Strikes without having to succeed at a DC 5 flat.

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

Instinctive Cooperation

The wild hunt archer automatically achieves a critical success on saving throws against effects created by other allied wild hunt creatures.

Wild Gaze (aura, enchantment, fear, incapacitation, mental, primal, visual)

30-foot emanation Aura

Those who meet the gaze of a wild hunt archer come face-to-face with the hunt's fearful power and find it difficult to act in the face of such a legendary legacy. When a creature ends its turn in the aura, it must succeed at a DC 34 will save to resist becoming Slowed 1 (Slowed 2 on a critical failure). The wild hunt archer can deactivate or activate this aura by using a single action, which has the concentrate trait.

Focus Gaze One Action (concentrate, enchantment, fear, incapacitation, mental, primal, visual)

The wild hunt archer fixes its glare at a creature it can see within 30 feet. The target must immediately attempt a Will save against the wild hunt hound's wild gaze. If the creature was already slowed by the wild gaze before attempting its save, a failed save causes it to be Paralyzed for 1 round. After attempting its save, the creature is temporarily immune to Focus Gaze from any wild hunt until the start of the wild hunt archer's next turn.

Infuse Arrow Three Actions (magical)

The wild hunt archer Casts a Spell with a range of touch and then makes a ranged Strike with their living bow. If they hit a creature with that Strike, that creature is also targeted by the spell's effects. If the Strike misses, the spell is wasted.

Alternatively, the wild hunt archer can Cast a Spell that affects an area and then make a ranged Strike with their living bow. If they hit a creature with that Strike, the spell takes effect centered on that creature, and the creature struck takes a -2 circumstance penalty to any save against the spell's effect. If the Strike misses, the spell is wasted.

Living Bow (primal, transmutation)

The wild hunt archer carries a manifestation of their archery in the form of a living bow. This weapon functions as a +2 greater striking frost composite longbow as long as it is wielded by the wild hunt archer, but in any other creature's hands the living bow functions as a normal, nonmagic composite longbow. A wild hunt archer can manifest a replacement living bow if its previous one is lost or destroyed by performing a one-minute activity that has the concentrate trait. A living bow appears to be made of wood and constantly sprouts leaves that turn autumnal colors and drop away; it's bowstring is a glowing green line of energy. A wild hunt archer spontaneously generates arrows as needed from its quiver when using a living bow.

Seeking Shots

The wild hunt archer's ranged Strikes and spells with ranged attack rolls ignore their target's Concealed condition.


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

Cantrips (8th Level): Know Direction
2nd Level: Speak with Animals (Constant)
3rd Level: Vampiric Touch
4th Level: Speak with Plants (Constant)
5th Level: Cloudkill, Wall of Ice
6th Level: Disintegrate, Stone Tell, True Seeing (Constant)
7th Level: Eclipse Burst, Finger of Death
8th Level: Polar Ray


These lithe, androgynous humanoids have pointed ears, glowing green eyes, and hair that flows softly at all times as if in a gentle breeze. They are methodical hunters who fire their bows with uncanny accuracy. Since wild hunt archers tend to be slower on foot than most of their companions, they often rely on wild hunt horses to provide increased mobility. Rather than carrying normal arrows, they can produce arrows as needed from magical quivers-these quivers do not function in this manner for anyone other than wild hunt archers.


Although some believe the wild hunt is nothing more than legend, the riders of the wild hunt are real. Countless members of these fey compose the wild hunt-the term "wild hunt" refers to the family of creatures as a whole as well as to individual groups of these fey who gather to pursue their quarry.

Wild hunt monarchs set the terms of each specific hunt, depending upon the prey and their own whims. The easier the prey, the more likely a monarch is to impose rules to make the hunt more entertaining, such as forbidding anyone but their hounds from injuring the quarry, or holding back their forces to give the target creature time to rest and recover.

While most missions come from rumors gathered by a wild hunt monarch, monarchs occasionally consider proposals from the few who are brave and knowledgeable enough to seek them out. They accept tasks only from sources they deem worthy, and the payments they demand for their services vary significantly, though they have no interest in material wealth. Wild hunt monarchs take grave offense at unfavorable deals. Those who attempt to cheat a monarch often become the enraged fey's next target.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Fey

Creatures of the First World are called the fey.

WildHunt

Creatures with the wild hunt trait are never below 14th level. They possess greater darkvision, greensight, planar acclimation, wild gaze, instinctive cooperation, weakness to cold iron, the ability to speak with plants and animals, and their own specific wild hunt link.