Wild Hunt Monarch

Level 20
Creature· chaoticRareMediumLegacy
AC
46
HP
450
Speed
40 ft.
Perception
+35
Fort
+33
Ref
+32
Will
+35
Weaknesses cold-iron 20
Languages aklo, common, draconic, fey
Senses greater-darkvision, scent 30 ft. (imprecise)
Skills intimidation +40, athletics +38, stealth +37, survival +37, diplomacy +36, nature +36, performance +36, acrobatics +34
Recall Knowledge DC 45 (nature)

Attacks

Melee Glaive +38 (deadly-d8, forceful, magical, reach 10 ft.), Damage 1d6 sonic plus 1d6 bleed plus 4d8+20 slashing
Melee Horns +38 (agile, magical), Damage 4d8+20 piercing

Abilities

Greensightinteraction

The wild hunt monarch ignores the Concealed condition from leaves and other foliage, mist, and fog.

Planar Acclimationinteraction

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

Wild Hunt Linkinteraction

1 mile. A wild hunt monarch increases the range of wild hunt link to affect all wild hunt members within a mile. Other wild hunt creatures in this link who end their turn within 60 feet of a wild hunt monarch gain regeneration 50 until the end of their next turn; this regeneration can only be deactivated by forcing the wild hunt out of the 60-foot aura or by killing the wild hunt monarch.

Constant Spellsinteraction
Attack of Opportunity
Instinctive Cooperation

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

Wild Gaze

30 feet. Those who meet the gaze of a wild hunt monarch 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 39 will save to resist becoming Slowed 1 (Slowed 2 on a critical failure). The wild hunt monarch can deactivate or activate this aura by using a single action, which has the concentrate trait.

Brutal Gore

A creature critically hit by a monarch's horns strike is Stunned 1.

Call Glaive

The wild hunt monarch wields a magic weapon known as a monarch's glaive. This weapon functions as a +3 major striking greater thundering wounding glaive in the monarch's hands only. The monarch can call their glaive to their hands using this action, transporting it across any distance. If their glaive is destroyed, the monarch can create a new one by using Call Glaive as a three-action activity that gains the manipulate trait.

Call to the Hunt◆◆◆

Frequency once per day

Effect The wild hunt monarch blows their monarch's horn, causing two wild hunt scouts or four wild hunt archers part of the monarch's wild hunt link and no more than 1 mile from the monarch's location to appear as the monarch chooses at any point within 30 feet. They act immediately before the wild hunt monarch in initiative starting on the next round.

Focus Gaze

The wild hunt monarch 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 monarch's next turn.

Wild Reincarnation

Trigger The wild hunt monarch kills an adjacent non-fey creature.

Effect The wild hunt monarch attempts to reincarnate the creature as a fey. The slain creature must attempt a DC 42 fortitude save, and it takes a -2 status penalty to this save if it was under any enchantment effect placed by the monarch when it died.


Critical Success The creature is instead restored to life as if via Raise Dead (heightened to 10th level), and it is permanently immune to Wild Reincarnation from that wild

Each wild hunt follows a wild hunt monarch, who travels between the realm of the fey and the Material Plane in search of new quarry. These limber and regal humanoids have elk antlers, long pointed ears, flowing white hair, and luminescent green eyes.


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.