BOZ
Creature Cataloguer
scott did the original conversion, erica revised it to 3.5, and i fixed it up a bit for posting to the CC. critique! 
The Wild Hunt, Master of
Medium Outsider (Extraplanar)
Hit Dice: 15d8+45 (112 hp)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 21 (+3 Dex, +5 +3 leather armor, +3 natural), touch 13, flat-footed 18
Base Attack/Grapple: +15/+20
Attack: +3 longspear +24 melee (1d8+8); or +2 composite longbow (+5 Str bonus) +20 ranged (1d8+5)
Full Attack: +3 longspear +24/+19/+14 melee (1d8+8); or +2 composite longbow (+5 Str bonus) +20/+15/+10 ranged (1d8+5)
Space/Reach: 5 ft./5 ft.
Special Attacks: Charm monster, combat style (archery), favored enemy (total bonus +12), spells
Special Qualities: Animal companion, camouflage, damage reduction 10/magic, darkvision 60 ft., detect evil, evasion, fly, spell resistance 16, swift tracker, wild empathy (+20), woodland stride
Saves: Fort +12, Ref +12, Will +11
Abilities: Str 20, Dex 17, Con 16, Int 18, Wis 15, Cha 16
Skills: Bluff +21, Concentration +21, Diplomacy +7, Handle Animal +21, Heal +20, Hide +21, Intimidate +21, Knowledge (arcana) +22, Knowledge (nature) +22, Listen +22, Move Silently +21, Search +22, Sense Motive +20, Sleight of Hand +5, Spellcraft +22, Spot +22, Survival +20 (+22 in aboveground natural environments or following tracks)
Feats: Alertness, Cleave, Dodge, Endurance, Great Cleave, Power Attack, Track (b), Weapon Focus (longspear)
Environment: Concordant Domain of the Outlands
Organization: Wild Hunt (Master plus 20 black hounds)
Challenge Rating: 12 (solitary); 20 (with Wild Hunt)
Treasure: None
Alignment: Always neutral
Advancement: ---
Level Adjustment: ---
This being appears to be a tall human with powerful muscles, glowing green eyes, and jet-black skin. He wears animal hides over a suit of black leather, and a large black helm decorated with the antlers of a great stag. He also carries a hollowed-out animal horn.
The Master of the Wild Hunt is a mysterious figure who appears when great evil threatens the land. When the Wild Hunt appears, the Master and the Hunt materialize in a cloud of thick fog 10 miles away from their prey. The Master sounds his horn -- which can be heard for a mile in all directions -- and the hunt begins. For every mile the Hunt moves, the Master sounds his horn again. He otherwise makes no attempt to speak or communicate.
The Hunt travels towards its prey, and should they miss the prey they travel on for another 10 miles in a random direction, hunting any creature they come across. Provided that the Master and his hounds encounter no prey to hunt, they continue the process of moving 10 miles, turning to a random direction, and moving 10 more miles. They repeat the paths of the Hunt until dawn, or until they are slain. Should the Master and Hounds encounter the source of evil that brought them forth, they battle to the death -- theirs or their prey's. Any creatures that were charmed along the way to join the hunt also are compelled to join in this battle.
COMBAT
The Master of the Hunt usually does not engage in combat until the prey has been run down. Then he attacks relentlessly with his +3 longspear. His tactics are generally limited to fontal assaults, as he has no fear of death. He has also been known to run over victims with his chariot.
Charm Monster (Su): When the Hunt passes within 30 feet of a creature, that creature must succeed on a DC 20 Will save or become swept up in the Hunt. Creatures affected take one of two roles; the hunter or the hunted. The save DC is Charisma-based.
For each mile traveled with the Hunt, a charmed creature must succeed at another DC 20 Will save. A failed roll indicates the creature has now become the hunted (and the charm is broken). On a successful save the charm is broken and the creature is free to leave the area, though if the Hunt or the creature move within 30 feet of each other, a new save must be made.
Ranger Class: The Master of the Hunt has the abilities of a 15th-level ranger. He can divide his favored enemy bonus (a total of +12) in even-numbered increments among any four types of creature. The Master chooses which creature types to apply his favored enemy bonus to at the beginning of a hunt.
Spells (2/1/1/1): 1st-resist elements, speak with animals; 2nd-snare; 3rd-water walk; 4th-freedom of movement.
Detect Evil (Su): The Master continuously detects evil as the spell cast by a 20th-level sorcerer. The Master can suppress or restart this ability as a free action.
Fly (Sp): The Master can fly as the spell, at will.
The Wild Hunt, Hound of
Medium Magical Beast (Extraplanar)
Hit Dice: 5d10+10 (37 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +5/+6
Attack: Bite +8 melee (1d6+1)
Full Attack: Bite +8 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Fear, trip
Special Qualities: Fly, low-light vision, magic circle against evil, scent, spell resistance 14
Saves: Fort +5, Ref +5, Will +1
Abilities: Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 10
Skills: Hide +4, Listen +4, Move Silently +5, Spot +4, Survival +3*
Feats: Track (b), Weapon Finesse, Weapon Focus (bite)
Environment: Concordant Domain of the Outlands (Temperate forests)
Organization: The Wild Hunt (Master of the Wild Hunt and 20 hounds)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 3 HD (Medium); 4–6 HD (Large)
Level Adjustment: ---
This creature appears to be a huge black hound, with licks of green flame for tongues and glowing greene eyes. These flames are not hot, but give the hound an eerie green glow.
The Wild Hunt consists of 20 hounds. They always run in front of the Master, and are under his control.
COMBAT
The Pack of the Wild Hunt fights under the complete control of the Master of the Hunt. They only attack when all beings involved in the Hunt have had their chance to kill. The death of individual members goes unnoticed by the rest of the pack, and all disappear when the hunt is over.
Fear (Sp): A hound of the Wild Hunt can cause fear as the spell once per round (Will save, DC 12). The save DC is Charisma-based.
Trip (Ex): A hound of the Wild Hunt that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the hound.
Fly (Sp): A hound of the Wild Hunt can fly as the spell, at will.
Magic Circle Against Evil (Su): This ability continuously duplicates the effect of the spell. A hound of the Wild Hunt cannot suppress this ability.
Skills: *Hounds of the Wild Hunt have a +4 racial bonus on Survival checks when tracking by scent.
The Master of the Wild Hunt and the Pack of the Wild Hunt first appeared in Deities and Demigods (1980, James M. Ward and Robert J. Kuntz), and Legends and Lore (1990).

The Wild Hunt, Master of
Medium Outsider (Extraplanar)
Hit Dice: 15d8+45 (112 hp)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 21 (+3 Dex, +5 +3 leather armor, +3 natural), touch 13, flat-footed 18
Base Attack/Grapple: +15/+20
Attack: +3 longspear +24 melee (1d8+8); or +2 composite longbow (+5 Str bonus) +20 ranged (1d8+5)
Full Attack: +3 longspear +24/+19/+14 melee (1d8+8); or +2 composite longbow (+5 Str bonus) +20/+15/+10 ranged (1d8+5)
Space/Reach: 5 ft./5 ft.
Special Attacks: Charm monster, combat style (archery), favored enemy (total bonus +12), spells
Special Qualities: Animal companion, camouflage, damage reduction 10/magic, darkvision 60 ft., detect evil, evasion, fly, spell resistance 16, swift tracker, wild empathy (+20), woodland stride
Saves: Fort +12, Ref +12, Will +11
Abilities: Str 20, Dex 17, Con 16, Int 18, Wis 15, Cha 16
Skills: Bluff +21, Concentration +21, Diplomacy +7, Handle Animal +21, Heal +20, Hide +21, Intimidate +21, Knowledge (arcana) +22, Knowledge (nature) +22, Listen +22, Move Silently +21, Search +22, Sense Motive +20, Sleight of Hand +5, Spellcraft +22, Spot +22, Survival +20 (+22 in aboveground natural environments or following tracks)
Feats: Alertness, Cleave, Dodge, Endurance, Great Cleave, Power Attack, Track (b), Weapon Focus (longspear)
Environment: Concordant Domain of the Outlands
Organization: Wild Hunt (Master plus 20 black hounds)
Challenge Rating: 12 (solitary); 20 (with Wild Hunt)
Treasure: None
Alignment: Always neutral
Advancement: ---
Level Adjustment: ---
This being appears to be a tall human with powerful muscles, glowing green eyes, and jet-black skin. He wears animal hides over a suit of black leather, and a large black helm decorated with the antlers of a great stag. He also carries a hollowed-out animal horn.
The Master of the Wild Hunt is a mysterious figure who appears when great evil threatens the land. When the Wild Hunt appears, the Master and the Hunt materialize in a cloud of thick fog 10 miles away from their prey. The Master sounds his horn -- which can be heard for a mile in all directions -- and the hunt begins. For every mile the Hunt moves, the Master sounds his horn again. He otherwise makes no attempt to speak or communicate.
The Hunt travels towards its prey, and should they miss the prey they travel on for another 10 miles in a random direction, hunting any creature they come across. Provided that the Master and his hounds encounter no prey to hunt, they continue the process of moving 10 miles, turning to a random direction, and moving 10 more miles. They repeat the paths of the Hunt until dawn, or until they are slain. Should the Master and Hounds encounter the source of evil that brought them forth, they battle to the death -- theirs or their prey's. Any creatures that were charmed along the way to join the hunt also are compelled to join in this battle.
COMBAT
The Master of the Hunt usually does not engage in combat until the prey has been run down. Then he attacks relentlessly with his +3 longspear. His tactics are generally limited to fontal assaults, as he has no fear of death. He has also been known to run over victims with his chariot.
Charm Monster (Su): When the Hunt passes within 30 feet of a creature, that creature must succeed on a DC 20 Will save or become swept up in the Hunt. Creatures affected take one of two roles; the hunter or the hunted. The save DC is Charisma-based.
For each mile traveled with the Hunt, a charmed creature must succeed at another DC 20 Will save. A failed roll indicates the creature has now become the hunted (and the charm is broken). On a successful save the charm is broken and the creature is free to leave the area, though if the Hunt or the creature move within 30 feet of each other, a new save must be made.
Ranger Class: The Master of the Hunt has the abilities of a 15th-level ranger. He can divide his favored enemy bonus (a total of +12) in even-numbered increments among any four types of creature. The Master chooses which creature types to apply his favored enemy bonus to at the beginning of a hunt.
Spells (2/1/1/1): 1st-resist elements, speak with animals; 2nd-snare; 3rd-water walk; 4th-freedom of movement.
Detect Evil (Su): The Master continuously detects evil as the spell cast by a 20th-level sorcerer. The Master can suppress or restart this ability as a free action.
Fly (Sp): The Master can fly as the spell, at will.
The Wild Hunt, Hound of
Medium Magical Beast (Extraplanar)
Hit Dice: 5d10+10 (37 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +5/+6
Attack: Bite +8 melee (1d6+1)
Full Attack: Bite +8 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Fear, trip
Special Qualities: Fly, low-light vision, magic circle against evil, scent, spell resistance 14
Saves: Fort +5, Ref +5, Will +1
Abilities: Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 10
Skills: Hide +4, Listen +4, Move Silently +5, Spot +4, Survival +3*
Feats: Track (b), Weapon Finesse, Weapon Focus (bite)
Environment: Concordant Domain of the Outlands (Temperate forests)
Organization: The Wild Hunt (Master of the Wild Hunt and 20 hounds)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 3 HD (Medium); 4–6 HD (Large)
Level Adjustment: ---
This creature appears to be a huge black hound, with licks of green flame for tongues and glowing greene eyes. These flames are not hot, but give the hound an eerie green glow.
The Wild Hunt consists of 20 hounds. They always run in front of the Master, and are under his control.
COMBAT
The Pack of the Wild Hunt fights under the complete control of the Master of the Hunt. They only attack when all beings involved in the Hunt have had their chance to kill. The death of individual members goes unnoticed by the rest of the pack, and all disappear when the hunt is over.
Fear (Sp): A hound of the Wild Hunt can cause fear as the spell once per round (Will save, DC 12). The save DC is Charisma-based.
Trip (Ex): A hound of the Wild Hunt that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the hound.
Fly (Sp): A hound of the Wild Hunt can fly as the spell, at will.
Magic Circle Against Evil (Su): This ability continuously duplicates the effect of the spell. A hound of the Wild Hunt cannot suppress this ability.
Skills: *Hounds of the Wild Hunt have a +4 racial bonus on Survival checks when tracking by scent.
The Master of the Wild Hunt and the Pack of the Wild Hunt first appeared in Deities and Demigods (1980, James M. Ward and Robert J. Kuntz), and Legends and Lore (1990).
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