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Wild Hunt HorseCreature 15


RareCNLargeFeyWildHunt
Source Pathfinder Kingmaker
Perception +29 (greater darkvision, greensight, scent (imprecise) 30 feet)
Languages Common, Sylvan, Speak With Animals; Speak With Plants
Skills Acrobatics +27, Athletics +31, Survival +29
Str +8, Dex +4, Con +6, Int -1, Wis +6, Cha +4

AC 37; Fort +27; Reflex +23; Will +29;
HP 320
Speed 80 feet (fly 80 feet)
Weaknesses Coldiron 15

Hoof One Action +30 (+26, +22) to hit (agile, magical) 1d8 Bleed + 3d10+11 Bludgeoning

Greensight

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

Planar Acclimation

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

Wild Hunt Link (aura, divination, magical)

500-foot emanation Aura

A wild hunt horse grants a +10-foot status bonus to wild hunt creatures' Speed other than wild hunt horses.

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.

Buck Reaction

DC 36 reflex


Most monsters that serve as mounts can attempt to buck off unwanted or annoying riders, but most mounts will not use this reaction against a trusted creature unless the mounts are spooked or mistreated.

Trigger A creature Mounts or uses the Command an Animal action while riding the monster.


Effect The triggering creature must succeed at a Reflex saving throw against the listed DC or fall off the creature and land Prone. If the save is a critical failure, the triggering creature also takes 1d6 bludgeoning damage in addition to the normal damage for the fall.

Instinctive Cooperation

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

Rider Synergy

If the wild hunt horse has a wild hunt rider, damage done to the horse or rider from Strikes is split equally between the two.

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

30-foot emanation Aura

Those who meet the gaze of a wild hunt horse 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 33 will save to resist becoming Slowed 1 (Slowed 2 on a critical failure). The wild hunt horse can deactivate or activate this aura by using a single action, which has the concentrate trait.

Bewildering Hoofbeats Two Actions (auditory, aura, emotion, enchantment, mental, primal)

Aura 60 feet

The wild hunt horse stamps its hooves and prances in place, creating the sound of hundreds of horses apparently approaching from all directions. Each creature within 60-foot emanation must attempt a DC 33 will save.


Critical Success The creature is unaffected and is temporarily immune to Bewildering Hoofbeats for 1 hour.

Success The creature is distracted by the sound. Until the start of the creature's next turn, if it attempts to use a reaction, it must succeed at a DC 5 flat or the reaction is disrupted, wasted with no effect.

Failure The creature is bewildered by the sound, with the same effects as success except it is also Confused for 1 round.

Critical Failure As failure, but the confusion effect persists for 1 minute or until the creature recovers by other means.

Deafening Cry One Action (auditory, evocation, primal, sonic)

The wild hunt horse gives out a thundering cry in a 15-foot cone. Creatures in the area take 16d6 sonic damage (DC 36 basic fortitude, plus Deafened for 1 minute on a critical failure). The wild hunt horse can't use Deafening Cry again for 1d4 rounds.

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

The wild hunt horse 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 horse's next turn.

Trample Three Actions

Medium or smaller, Hoof, DC 36 basic reflex


The monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure).


Primal Innate Spells (DC 36, +28 to hit)

Cantrips (8th Level): Know Direction, Mage Hand
2nd Level: Speak with Animals (Constant)
4th Level: Freedom of Movement, Speak with Plants (Constant)
5th Level: Tree Stride (Self plus Willing Rider)
6th Level: Stone Tell


These steeds stand upon puffs of air, their grassy manes and tails swishing majestically in the wind. When they are not participating in a hunt, wild hunt horses enjoy constructing complicated courses through land and sky and racing each other for ever-changing stakes.


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.