Medium fey, chaotic neutral
Armor Class 18 (+2 studded leather)
Hit Points 97 (15d8 + 30)
Speed 40 ft.
|18 (+4)||19 (+4)||15 (+2)||12 (+1)||18 (+4)||16 (+3)|
- Feral Senses. The master has preternatural senses that help him fight creatures he can’t see. He doesn’t fight at disadvantage against a creature he can’t see. The master is also aware of the location of any invisible creature within 30 ft. of him, provided the creature isn’t hidden from him and he isn’t blinded or deafened.
- Innate Spellcasting. The master’s innate spellcasting ability is Wisdom (spell save DC 15). The master can innately cast the following spells, requiring no components.
- Magic Resistance. The master has advantage on saving throws against spells and other magical effects.
- Speak with Beasts and Plants. The master can communicate with beasts and plants as if they shared a language.
- Multiattack. The master makes three attacks.
- Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) slashing damage.
- Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
- Ethereal Stride. The master magically enters the Ethereal Plane from the Material Plane, or vice versa.
- Wild Leadership (Recharges after a Short or Long Rest). For 1 minute, the master can utter a special command or warning whenever a member of the Wild Hunt that it can see within 30 feet of it makes an attack roll or saving throw. The creature can add d4 to its roll provided it can hear and understand the master. A creature can benefit from only one Leadership die at a time. This effect ends if the master is incapacitated.
- Uncanny Dodge. When an attacker that the master can see hits him with an attack, he can use his reaction to halve the attack’s damage against him.
The sound of hooves echoes through the forest and everyone knows the Wild Hunt has arrived. Eight wild riders and several hounds make up the legendary hunting party. The Master of the Hunt is the leader of this group of hunters in wild pursuit.
Eight wild riders riding wild horses and wild hounds charge forward with the group. A loud roar and the sound of intense winds sound as the wild hunt passes by.
Leading the Charge. Their prey is chosen before they embark on the hunt. They are not part of the Seelie or Unseelie Court but do hunt for them at times.
Monsters of Feyland A Collection Of Monsters For 5th Edition © 2018 Cawood Publishing, Author Andrew Cawood