Here's the post for those who dont have access.
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These are meant to be more powerful than LeShay or Hoary Hunters, though distantly related to both. Their abilities are more or less set as is. Their spell-like abilities I'm questioning. I need something more Autumny. The same power level but more...Autumny. In case anyone is wondering about my inspiration...Ill post a link in my next post.
I will also be tweaking abilities from time to time so go ahead and pop in suggestions.
Autumn Hunter
Medium Fey (Extraplanar)
Hit Dice: 50d6+650 (850 hp)
Initiative: +18 (+10 Dexterity, +8 Superior Initiative)
Speed: 40 ft.
Armor Class: 56 (+11 deflection, +10 Dexterity, +11 insight, +14 natural), touch 42, flat-footed 35
Base Attack/Grapple: +25/+36
Attack: +9 brilliant energy ghost touch bastard sword of sharpness +45 melee (1d10+20 plus sharpness/19-20/x2)
Full Attack: 2 +9 brilliant energy ghost touch bastard swords of sharpness +45/+40/+35/+30 melee (1d10+20 plus sharpness/19-20/x2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Autumn hunter weapons, blinding beauty, gaze, spell-like abilities, stunning glance
Special Qualities: Damage reduction 25/cold iron and epic, elf traits, immunities, spell resistance 60, two-weapon mastery, unearthly grace, virtual size categories 1
Saves: Fort +34, Ref +37, Will +38
Abilities: Str 32, Dex 30, Con 36, Int 32, Wis 32, Cha 32
Skills: Appraise +33, Balance +33, Bluff +33, Climb +33, Concentration +35, Craft (any two) +33, Decipher Script +33, Diplomacy +33, Disable Device +33, Disguise +33, Escape Artist +33, Forgery +33, Gather Information +33, Handle Animal +33, Heal +33, Hide +35, Intimidate +35, Jump +35, Knowledge (dungeoneering, geography, local-Faerie Realm, nature plus any one) +33, Listen +35, Move Silently +35, Open Lock +33, Perform (any one) +33, Profession (any one) +33, Ride +33, Search +33, Sense Motive +33, Sleight of Hand +33, Speak Language (any five), Spellcraft +33, Spot +33, Survival +33, Swim +33, Tumble +35, Use Magic Device +33, Use Rope +33
Feats: Alertness, Blind-Fight, Cleave, Dodge, Combat Expertise, Improved Initiative, Mobility, Power Attack, Quick Draw, Spring Attack, Track, Weapon Finesse, Whirlwind Attack
Epic Feats: Blinding Speed, Polyglot, Sixth Sense, Spell Stowaway (heal)
Climate/Terrain: Any
Organization: Solitary
Challenge Rating: 35
Treasure: None
Alignment: Always neutral
Advancement: 50+ HD (Medium)
Combat
An autumn hunter's natural weapons are treated as epic for the purpose of overcoming damage reduction.
Autumn Hunter Weapons (Su): Each autumn hunter carries two personal melee weapons that he or she manifests from it's own life essence. Each weapon can change form as it desires, typically appearing as a bastard sword (one in each hand). When not in combat, the weapons simply do not exist, but the autumn hunter can “draw” their weapons from nowhere as a free action. Autumn hunter weapons are considered light weapons for an autumn hunter, regardless of their size. Autumn hunter weapons manifested are always one or more of the colors of autumn, typically varying from autumn hunter to autumn hunter, depending upon their moods, personalities, and whims. Advanced autumn hunter weapons are commensurately more powerful than those detailed here.
Aura of Autumn (Su): All plants within 15 ft. of an autumn hunter become affected as if by blight, as per the spell of the same name. Plants so damage always turn one or more of the colors of autumn, typically varying from plant to plant or even varying from autumn hunter to autumn hunter, depending upon their moods, personalities, and whims. A Fortitude save (DC 46) halves the damage. Each plant within range must attempt a saving throw each round at the beginning of it's turn in the initiative order. This aura can be dispelled, but the autumn hunter can create it again as a free action on its next turn. An autumn hunter can indefinitely negate and resume this ability as a free action. An autumn hunter can lessen the effect as a free action. Autumn hunters are immune to their own aura. The save DC is Charisma-based.
Blinding Beauty (Su): This ability affects all humanoids within 30 feet of a autumn hunter. Those who look directly at a autumn hunter must succeed on a DC 46 Fortitude save or be blinded permanently as though by the blindness spell. An autumn hunter can suppress or resume this ability as a free action. The save DC is Charisma-based.
Druid Abilities: An autumn hunter is one with nature, having abilities of a druid of a level equal to one-half it's Hit Dice (rounded down).
- Animal Companion (Ex): An autumn hunter typically has Dire Tiger as an animal companion. Their preference is simply a matter of personal taste and tradition.
- Special Abilities (Var.): An autumn hunter has the special abilities of a druid of a level equal to one-half it's Hit Dice (rounded down). The Caster Level is equal to it's Hit Dice.
- Spells:An autumn hunter cast divine spells as a druid of a level equal to one-half it's Hit Dice (rounded down). The Caster Level is equal to it's Hit Dice. The save DC's are Wisdom-based.
Elf Traits: Immune to magic sleep spells and effects; +2 racial bonus on Will saves against enchantment spells or effects; low-light vision (can see twice as far as a human in low-light conditions); entitled to a Search check when within 5 feet of a secret or concealed door as though actively looking for it; Martial Weapon Proficiency (composite longbow, composite shortbow, longbow, longsword, and rapier) as bonus feats; +2 racial bonus on Listen, Spot, and Search checks (already figured into the statistics given above).
Immunities (Ex): An autumn hunter is immune to aging, aging attacks and effects, cold, disease, and poison.
Spell-Like Abilities: At will—diminish plants, discern location, gust of wind, greater dispelling, greater invisibility, greater teleport, heal, hold monster, plane shift, speak with plants, spell turning, time stop, tree shape, true strike, warp wood, water breathing, wood shape; 3/day—dimensional anchor, dominate monster; 1/day— 1 contingent recall and resurrection, Mordenkainen's disjunction. Caster level 50th. The save DC's are Charisma-based.
1 Contingent recall and resurrection is a variation on an epic spell. When slain, the autumn hunter is actually transported, with its animal companion, back to the fey realm, where it is resurrected. The only way to truly slay the autumn hunter is to defeat it in its home realm after this epic spell has been exhausted for the day.
Stunning Glance (Su): As a standard action, a wrathful autumn hunter can stun a creature within 30 feet with a look. The target creature must succeed on a DC 46 Fortitude save or be stunned for 2d4 rounds. The save DC is Charisma-based.
Two-Weapon Mastery (Ex): An autumn hunter fights with an autumn hunter weapon in each hand. Because these weapons are extensions of it's own body, the autumn hunter does not take an attack or damage penalty for attacking with two weapons. This ability essentially replicates the Two-Weapon Mastery feat (as well as all prerequisite feats), although it only applies to autumn hunter weapons.
Unearthly Grace (Su): An autumn hunter adds it's Charisma modifier as a bonus on all it's saving throws, and as a deflection bonus to it's Armor Class. (The statistics block already reflects these bonuses).
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I love the Elder Sidhe at Dice Freaks, but I cant use it, it need too much converting to make it Epic Bestiary compatible. If someone would do a version of it in the old monster format (earlier 3.5 setup as opposed to the much despised new sloppy one) I would kiss their butt for many a year to come. Although I mean that figuratively rather than literally.