![[LordOfTheHuntPathfinder-v2.webp]]
# Lord of the Hunt
_Fey Huntsman | [[Wild Hunt]] | [[Shadow Court]]_
## Summary
Powerful huntsman who led the [[Wild Hunt]]. He moved constantly between the [[Shadowfell]] and [[Feywild]], keeping ties to both shadow fey and elvish druids. The party first met him executing a Summer Knight and capturing nobles; at the [[Battle of Ramnus]] he fought for the [[Shadow Court]] and was defeated and trapped in [[Noah Cydriem|Noah]]'s demiplane.
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## Now
_Trapped in Noah's demiplane after his defeat at the Battle of Ramnus._
## Appearance
An imposing elven figure crowned with stag antlers, riding a midnight horse and wielding a massive spear.
## Quote
_"The hunt never ends, mortals. We ride eternal through shadow and moonlight, claiming those who dare walk our ancient paths."_
## Background
**The Wild Hunt:** He led the [[Wild Hunt]] between the [[Shadowfell]] and [[Feywild]], keeping mysterious connections to both shadow fey and elvish druids.
**The Battle of Ramnus:** The party first encountered him executing a Summer Knight and capturing nobles. He fought for the [[Shadow Court]] at the battle and was defeated, then trapped in [[Noah Cydriem|Noah]]'s demiplane.
## Stats
*Official bestiary stat block — Tome of Beasts.*
*Medium Fey, Lawful Neutral*
**AC** 18 (natural armor) | **HP** 229 (27d8 + 108) | **Speed** 40 ft.
**CR** 18 (20,000 XP) | **Proficiency Bonus** +6
| STR | DEX | CON | INT | WIS | CHA |
|:---:|:---:|:---:|:---:|:---:|:---:|
| 21 (+5) | 18 (+4) | 19 (+4) | 14 (+2) | 18 (+4) | 15 (+2) |
**Saving Throws** Str +11, Wis +10, Cha +8
**Skills** Athletics +11, Perception +10, Survival +10
**Damage Resistances** bludgeoning, piercing, and slashing from weapons that aren't made of cold iron
**Damage Immunities** cold, poison
**Condition Immunities** exhaustion, charmed, frightened, poisoned
**Senses** blindsight 10 ft., darkvision 60 ft., Passive Perception 20
**Languages** Common, Draconic, Elvish, Sylvan
### Traits
**Expert Rider.** While the Lord of the Hunt is mounted, any attack directed at his steed targets the rider instead. The steed uses the Lord of the Hunt's saving throws. If the mount succeeds on a saving throw against a damaging effect, it takes no damage.
**Innate Spellcasting.** The Lord of the Hunt's innate spellcasting ability is Charisma (save DC 16). He can innately cast the following spells, requiring no material components:
- At will: *druidcraft, hunter's mark, phantom steed*
- 3/day each: *commune with nature, conjure volley*
- 1/day: *conjure fey* (conjured creatures vanish if concentration is broken)
**Legendary Resistance (3/day).** If the Lord of the Hunt fails a saving throw, he can choose to succeed instead.
**Magic Weapons.** The Lord of the Hunt's weapon attacks are magical.
### Actions
**Multiattack.** The Lord of the Hunt makes three melee attacks or three ranged attacks.
**Huntsman's Spear.** *Melee or Ranged Weapon Attack:* +11 to hit, reach 5 ft. or range 60/120 ft., one target. Hit: 12 (2d6 + 5) piercing damage or 14 (2d8 + 5) piercing damage if used in two hands, plus 7 (2d6) poison damage. If the target is a creature, it must succeed on a DC 19 Strength saving throw or be knocked prone. As a bonus action, the Lord of the Hunt can cause his spear to magically appear in his hand, even if it is destroyed.
**Howling Longbow.** *Ranged Weapon Attack:* +10 to hit, range 150/600 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 7 (2d6) poison damage.
### Reactions
**Parry.** The Lord of the Hunt adds 6 to his AC against one attack that would hit him. To do so, he must see the attacker and must be wielding a melee weapon.
### Legendary Actions
The Lord of the Hunt can take 3 legendary actions, choosing from the options below. Only one option can be used at a time and only at the end of another creature's turn. The Lord of the Hunt regains spent legendary actions at the start of his turn.
**Strike.** The Lord of the Hunt makes a huntsman's spear attack or a howling longbow attack.
**Tenacious Stride.** The Lord of the Hunt moves half his speed, or half the speed of any steed he rides.
**Call the Hunt (2 actions).** The Lord of the Hunt blows his hunting horn and chooses one creature he can see within 60 feet. If the creature can hear the horn, it must succeed on a DC 16 Charisma saving throw or be charmed by the Lord of the Hunt for 8 hours. A charmed creature joins the wild hunt and follows his verbal instructions. Once a creature successfully saves or the effect ends for it, it is immune to Call the Hunt for the next 24 hours.
### Lair Actions
On initiative count 20, the Lord of the Hunt takes a lair action (can't use the same effect two rounds in a row):
- Plants erupt in a 20-foot radius around a point he can see. Creatures in the area must make a successful DC 15 Dexterity saving throw or become restrained and take 13 (3d8) poison damage. A creature can be freed by a successful DC 15 Strength check.
- The Lord of the Hunt lets out a war cry. A creature he can see within 120 feet must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute.
- The Lord of the Hunt magically marks a target he can see within 120 feet. He has advantage on attack rolls against the marked target until initiative count 20 on the following turn.
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