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Wild Hunt HoundCreature 14


RareCNMediumFeyWildHunt
Source Pathfinder Kingmaker
Perception +29 (greater darkvision, greensight, scent (imprecise) 30 feet, see invisibility)
Languages Common, Sylvan, Speak With Animals; Speak With Plants
Skills Acrobatics +24, Athletics +29, Stealth +26, Survival +27
Str +7, Dex +4, Con +5, Int +1, Wis +5, Cha +4

AC 36; Fort +27; Reflex +24; Will +25;
HP 300
Speed 50 feet
Weaknesses Coldiron 15

Jaws One Action +29 (+25, +21) to hit (agile, magical) 3d10+11 Piercing

Greensight

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

Planar Acclimation

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

Wild Hunt Link (aura, divination, magical)

500-foot emanation Aura

A wild hunt hound grants all other members of the wild hunt in the aura except wild hunt hounds the effects of its constant See Invisibility innate spell.

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 hound 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 hound 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 31 will save to resist becoming Slowed 1 (Slowed 2 on a critical failure). The wild hunt hound 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 hound 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 hound's next turn.

Summon Pack Two Actions (aura, conjuration, primal)

Frequency once per day

Effect With a howl, the wild hunt hound summons a fog that manifests into several misty hounds. These foggy hounds shift and race and howl in a 20-foot emanation Aura as long as the wild hunt hound Sustains the effect. While the hounds seem to be made of fog, their teeth are very real, and any creature that ends its turn in this aura takes 6d6 piercing damage from numerous bites (DC 31 basic reflex).

Knockdown One Action

Requirements The monster's last action was a success with a Strike that lists Knockdown in its damage entry.


Effect The monster knocks the target Prone.


Primal Innate Spells (DC 34, +26 to hit)

Cantrips (7th Level): Detect Magic, Know Direction, Mage Hand
2nd Level: Dispel Magic, See Invisibility (Constant), Speak with Animals (Constant)
3rd Level: Locate
4th Level: Speak with Plants (Constant)
6th Level: Stone Tell


Wild hunt hounds are intelligent hunters and expert trackers that take the lead against elusive prey. Left to their own devices, they seek out creatures that are notoriously difficult to track. They are always surrounded with green mist composed of fragments of the spirits of the wild hunt's victims, a mystic fog that forms itself into a spectral pack to fight at its side.


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.