Wild Hunt Scout
Level 18Attacks
Abilities
The wild hunt scout ignores the Concealed condition from leaves and other foliage.
The wild hunt scout treats the plane it is located on as its home plane.
500 feet. A wild hunt scout grants other wild hunt creatures the scout's Deny Advantage.
The wild hunt scout automatically achieves a critical success on saving throws against effects created by other allied wild hunt creatures.
30 feet. Those who meet the gaze of a wild hunt scout 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 37 will save to resist becoming Slowed 1 (Slowed 2 on a critical failure). The wild hunt scout can deactivate or activate this aura by using a single action, which has the concentrate trait.
A wild hunt scout can emit a beam of emerald light from their crystal shard to attempt an emerald beam ranged Strike. If the beam hits, it inflicts no damage (nor does it inflict precision damage from a sneak attack), but it overstimulates the target's mind, causing them to become Dazzled and Off-Guard for 1 round. On a critical hit, the target is also Blinded for 1 round.
A wild hunt scout isn't Off-Guard to Hidden, Undetected, or flanking creatures of your level or lower, or creatures of their level or lower using Surprise Attack. However, they can still help their allies flank.
The wild hunt scout 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 scout's next turn.
Requirement The wild hunt scout cast magic missile the previous round.
Effect The wild hunt scout focuses on their mastery of force, standing still as they become swathed in pulsing emerald light. Any magic missile innate spells they have cast that day are restored, allowing them to be cast again. Until the end of their next turn, any creature that takes force damage from the wild hunt scout must succeed at a DC 40 fortitude save or be Stunned 1 (Stunned 3 on a critical failure). The wild hunt
A wild hunt scout can manifest a +2 greater striking scimitar made of crystalized force or a fist-sized shard of the same in her hands. These objects vanish upon the wild hunt scout's death, or as soon as they no longer possess the items.
A wild hunt scout's Strikes deal 3d6 extra precision damage to Off-Guard creatures.
These compact few have pointed ears, green eyes, and ram's horns. They relish the chance to seek revenge upon those who have wronged or insulted the wild hunt, but they tend to grow bored when the stakes aren't lethal.
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.