Wild Hunt Monarch

Wild Hunt Monarch

Creature 20

Perception +35, greater darkvision, greensight, scent (imprecise) 30 feet

Languages Aklo, Common, Draconic, Sylvan; speak with animals, speak with plants

Skills Acrobatics +34, Athletics +38, Diplomacy +36, Intimidation +40, Nature +36, Perform +36, Stealth +37, Survival +37

Str +10, Dex +6, Con +7, Int +6, Wis +7, Cha +10

Items monarch’s glaive, monarch’s horn

Greensight As 

, but also allows the wild hunt monarch to see through mist and fog.

Planar Acclimation As wild hunt hound.

Wild Hunt Link (aura, divination, magical)1 mile. As wild hunt hound, but increases the range of wild hunt link to affect all wild hunt members within a mile. Other wild hunt creatures in this link who end their turn within 60 feet of a wild hunt monarch gain regeneration 50 until the end of their next turn; this regeneration can only be deactivated by forcing the wild hunt out of the 60-foot aura or by killing the wild hunt monarch.

AC 46; Fort +33, Ref +32, Will +35

HP 450; Weaknesses 

 20

Attack of Opportunity

Instinctive Cooperation As wild hunt hound.

Wild Gaze (aura, enchantment, fear, incapacitation, mental, primal, visual) As wild hunt hound, but DC 39.

Speed 40 feet

Melee glaive +38 (deadly d8, forceful, magic, reach), Damage 4d8+20 slashing plus 1d6 sonic and 1d6 bleed

Melee horns +38 (agile, magic), Damage 4d8+20 piercing plus brutal gore

Primal Innate Spells DC 40, attack +32; 10th 

; 9th ; 8th ; 7th ; 6th ; Constant (10th) ; Cantrips (10th) 

Rituals DC 44; 

 (creatures with the wild hunt trait only)

Brutal Gore A creature critically hit by a monarch’s horns strike is stunned 1.

Call Glaive or (conjuration, primal, teleportation) The wild hunt monarch wields a magic weapon known as a monarch’s glaive. This weapon functions as a 

in the monarch’s hands only. The monarch can call their glaive to their hands using this action, transporting it across any distance. If their glaive is destroyed, the monarch can create a new one by using Call Glaive as a three-action activity that gains the manipulate trait.

Call to the Hunt (conjuration, manipulate, primal, teleportation) Frequency once per day; Effect The wild hunt monarch blows their monarch’s horn, causing two 

 or four  part of the monarch’s wild hunt link and no more than 1 mile from the monarch’s location to appear as the monarch chooses at any point within 30 feet. They act immediately before the wild hunt monarch in initiative starting on the next round.

Focus Gaze (concentrate, enchantment, fear, incapacitation, mental, primal, visual) As wild hunt hound.

Wild Reincarnation (necromancy, primal) Trigger The wild hunt monarch kills an adjacent non-fey creature. Effect The wild hunt monarch attempts to reincarnate the creature as a fey. The slain creature must attempt a DC 42 Fortitude save, and it takes a –2 status penalty to this save if it was under any enchantment effect placed by the monarch when it died.

Critical Success The creature is instead restored to life as if via 

 (heightened to 10th level), and it is permanently immune to Wild Reincarnation from that wild hunt monarch.

Success The creature is not reincarnated and remains dead.

Failure The creature is temporarily reincarnated as a fey creature of the monarch’s choice. The new fey must be of a level equal to or less than the dead creature’s level, and it functions in all ways as that fey creature; it retains none of the abilities and only scatterings of the memories or personality of the reincarnated character, and it follows the commands and orders of the wild hunt monarch. After 1 minute, the reincarnated fey dies and its body reverts back to its original corpse, which can then be restored to life normally.

Critical Failure As failure, but the reincarnated fey remains alive until slain; a 

 or similarly powerful spell or effect can reverse the reincarnation as well.