The Wild Hunt
The Griffon's Saddlebag: Book Two p. 357 (Third Party)
- Size
- Huge
- Type
- swarm of medium undead
- Alignment
- chaotic neutral
- AC
- 14
- Hit Points
- 114 (12d12+36)
- Speed
- walk 40 ft.
- Saving Throws
- Wis +8, Cha +5
- Skills
- Perception +8, Survival +11
- Resistances
- acid, cold, fire, lightning, thunder, bludgeoning, piercing, and slashing damage from nonmagical attacks
- Immunities
- poison, necrotic
- Condition Immunities
- charmed, exhaustion, frightened, grappled, paralyzed, poisoned, prone, restrained
- Senses
- darkvision 120 ft.
- Passive Perception
- 18
- Languages
- Common, Elvish, Sylvan
- Challenge
- 8
Traits
Proficiency Bonus
+3
Hunter's Prowess
The Wild Hunt have advantage on attack rolls against a target if they are occupying the same space as the target and there are no other hostille creatures in the Wild Hunt's space.
Incorporeal Swarm
The Wild Hunt can occupy another creature's space and vice-versa. The Wild Hunt can also move through the opening large enough for a Medium creature, and they can move through other creatures and objects as if they were difficult terrain. The Wild Hunt takes 5 (1d10) force damage if they end their turn inside an object.
Magic Resistance
The Wild Hunt have advantage on saving throws against spells and other magical effects.
Actions
Multiattack
The Wild Hunt make two mauling rent attacks. They can use their Volley in place of one attack.
Mauling Rend
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) piercing damage plus 9 (2d4+4) slashing damage, or 7 (1d6+4) piercing damage plus 6 (1d4+4) slashing damage if the Wild Hunt have half their hit points or fewer.
Volley
The Wild Hunt releases a flurry of arrows, targeting a point they can see within 120 feet of them. Each creature in a 20-foot-radius, 20-foot-high cylinder centered on that point must make a DC 15 Dexterity saving throw, taking 14 (4d6) piercing damage on a failed save, or half as much damage on a successful one. If the Wild Hunt have half their hit points or fewer, a target instead takes 7 (2d6) piercing damage on a failed save, or no damage on a successful one.
Legendary Actions
Legendary Actions (2/Turn)
The Wild Hunt can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Wild Hunt regain spent legendary actions at the start of their turn.
recharge
2/TURN
Move
The Wild Hunt moves up to its speed.
Rallying Horn (below half hit points only)
The Wild Hunt regains 13 (2d12) temporary hit points.
War Horn (Costs 2 Actions)
Whenever a target takes damage from the Wild Hunt before the end of their next turn, the target takes an extra 4 (1d8) force damage.
Other data
description
Few countryside stories are more prevalent than that of The Wild Hunt. Composed of myriad spectral predators and fallen hunters, the hunt roam the woods of both the Material and Ethereal planes in search of a worthy quarry. Scholars have recorded only a few accounts of surviving eyewitnesses, who mutter and wail about the terrible, echoing horn calls and endlessly trampling feet.
Undead Nature. The Wild Hunt don't require air, food, drink, or sleep.