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
STR
19
+4
DEX
18
+4
CON
16
+3
INT
11
+0
WIS
20
+5
CHA
15
+2

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.