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The Wild Hunt
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<blockquote data-quote="BOZ" data-source="post: 1215555" data-attributes="member: 1241"><p>here are the original stats for comparison:</p><p></p><p>1E Deities and Demigods:</p><p></p><p>THE WILD HUNT</p><p>The Wild Hunt exists in all the lands where Druids and their deities dwell. It is a physical manifestation of "life force" that always takes on the same form. The Hunt is made up of one huge black-skinned man with antlers growing from his head and his pack of hounds.</p><p>The Hunt appears whenever there is evil in the land (as in the case of an evil temple or an evil priest of the 12th level or greater coming into the area, or what the DM decides is a grossly evil act)</p><p>When the Hunt passes, the noise of the howling dogs or the Hunt Master's horn can be heard for miles in the night. If this noise is actively pursued by any being, they will become part of the Hunt when they sight the pack and its master! If the Hunt passes by any given being they must make a magic saving throw (on a 25% chance they will look at the pack) or join the Hunt. When any given being becomes part of the Hunt they may take on one of two roles: they will be the hunters or the hunted!</p><p>The Hunt always begins ten miles from the source of evil that "summons" it, and for each mile nearer the source of evil when the Hunt is spotted there is a 10% chance that the observing being will be the object of the Hunt instead of the hunter. The Hunt will always pass close by the source of evil that has created it (never going into a building, but going within inches of the building and passing by). After passing by, it will travel on in a random direction for ten more miles.</p><p>There will only be one Hunt on the Prime Material Plane on any given night, and it will always be drawn to the greatest evil in the Celtic area (decided upon by the referee). If the Hunt finds a being to hunt before finding the source of evil, it will attack that being to kill it, and then disappear as it reaches its summoning source. If the Hunt does not find a victim before it reaches the source, it will travel on for another ten miles and every being that sees it and does not make their saving throw vs. magic will have a 90% chance of becoming the hunted!</p><p>If after ten miles, no being becomes the hunted, the entire pack will turn on the nearest big game creature around (deer, stag, bear or anything partially dangerous and non-intelligent). All during this hunt, the beings that have come along with the Hunt must travel with the Master, and they must attack whatever becomes the hunted, even if it goes against their alignment! Thus, paladins might have to attack helpless women or the like. All beings that have been taken in as hunters will attack the quarry (whatever it may be) and if they do not succeed in killing the being, the Master and his hounds will take over (but only when all other hunters have been incapacitated) and they will either kill or be killed.</p><p>The magic of the Hunt will catch up and sweep along any who become part of it, so that, whether mounted or on foot, they will be able to keep up with the fast pace that the hounds set.</p><p>The Hunt generally pursues on the ground, but it has the ability to run right into the air to fly over obstacles or especially difficult terrain. When the hunted being has been run down, there is an instant melee to the death. All participants must fight on to the death to the best of their abilities (no holding back).</p><p>The only ways to prevent being killed as the object of the Hunt are to run out of the 10 mile radius of the source of evil, to elude the pack until morning, or to slay the Master and his pack.</p><p>All beings that have been in any part of the Hunt have a 50% chance of becoming ensnared again with every sighting of the Master and his pack.</p><p>There have been legends of epic battles between the Master and his hounds and some of the greater heroes of the past. In these legends, the Master and his pack have been slain, only to disappear in the darkness and appear somewhere else the next night, proving that the force that creates the Hunt is eternal.</p><p></p><p>THE MASTER OF THE HUNT</p><p>ARMOR CLASS: 0</p><p>MOVE: 18"</p><p>HIT POINTS: 100</p><p>NO. OF ATTACKS: 2</p><p>DAMAGE/ATTACK: By weapon type</p><p>SPECIAL ATTACKS: Nil</p><p>SPECIAL DEFENSES: Nil</p><p>MAGIC RESISTANCE: 25%</p><p>SIZE: M (T)</p><p>ALIGNMENT: Neutral</p><p>CLERIC/DRUID: Nil</p><p>FIGHTER: 15th level ranger</p><p>MAGIC-USER/ILLUSIONIST: Nil</p><p>THIEF/ASSASSIN: Nil</p><p>MONK/BARD: Nil</p><p>PSIONIC ABILITY: Nil</p><p>Attack/Defense Modes: Nil</p><p>S: 18/00; (+ 3, +6); I:18 W: 18 D: 18 C: 18 CH: 15</p><p>The Master has jet black skin and glowing green eyes. His head is crowned by a set of stag antlers, and he wears a suit of black leather. The Master never speaks.</p><p>He runs a few feet behind his pack of hounds and will sound his horn at every 1 mile increment in his chase. He uses a +3 spear in battle.</p><p></p><p>THE PACK OF THE WILD HUNT</p><p>FREQUENCY: Uncommon</p><p>NO. APPEARING: 20</p><p>ARMOR CLASS: 5</p><p>MOVE: 18"</p><p>HIT DICE/POINTS: 30 hp</p><p>% IN LAIR: 0%</p><p>TREASURE TYPE: Nil</p><p>NO. OF ATTACKS: 1</p><p>DAMAGE/ATTACK: 2-8</p><p>SPECIAL ATTACKS: Nil</p><p>SPECIAL DEFENSES: Nil</p><p>MAGIC RESISTANCE: 15%</p><p>INTELLIGENCE: Average</p><p>ALIGNMENT: Neutral</p><p>SIZE: L (4'at shoulder)</p><p>PSIONIC ABILITY: Nil</p><p>Attack/Defense Modes: Nil</p><p>LEVEL/X.P. VALUE: VI/950 per hound</p><p>These huge black hounds have licks of green fire for tongues and green fire for eyes. These flames do no damage but they make the whole Hunt cast an eerie green glow. The beasts will never attack the hunted until all the beings that have drawn themselves into the Hunt have had their chance to kill. If the pack is killed, the Master will then battle the being.</p><p>The death of any member of the pack goes unnoticed by the rest and it disappears after the battle is over. The hounds attack as 8 hit dice monsters.</p><p></p><p></p><p>2E Legends and Lore:</p><p></p><p>The Wild Hunt</p><p>Despite its evil connotations, the Wild Hunt is a manifestation of good life force on the Prime Material Plane. It appears in Celtic lands whenever there is a great force of evil in the area. The source of the evil could be many different things, from an evil wizard or priest moving through the area to an invading evil army. Wherever the druids are and wherever they have built standing stones that the Wild Hunt can use as beacons, the pack and its master are forever on guard against encroaching evil. The Wild Hunt appears in the world of men as a huge pack of magical dogs led by a great man. The man has dark skin and can either be on foot or at the reins of a two-horse chariot. He carries an enormous spear and wears a metal and leather helmet with antlers. The dogs of the pack are huge beasts that can, at one instant appear as normal (albeit huge) canines and then transform into ferocious, magical animals with green flame coming from their mouth and eyes. When the Wild Hunt approaches, the weather turns for the worse — the winds howl and thunder booms from the heavens. The Wild Hunt fights evil with evil’s weapons, namely fear and ferocity.</p><p>Celts or other good beings who encounter the Hunt on the move may be swept up by it. All Celts or characters of good alignment who see the Hunt must make a save versus spells or become part of the Wild Hunt and its mission, accepting the Master as their leader. Persons so caught up might have to act against their own alignment at the behest of the Master, fighting against those they might otherwise ignore, etc. As it tears across the countryside, the pack will raise a terrifying ruckus, attracting followers and warning evil of its approach.</p><p>On any given night there will be only one Wild Hunt, provided there is sufficient evil to warrant it. Once the pack has caught up with the source of evil, it will attack. The pack and the master will fight to the death against the evil. If they are slain, they will appear fresh for a new hunt the following night. If they do not destroy the evil they pursue, the Wild Hunt will return until their prey is driven from Celtic lands or slain.</p><p>The Wild Hunt has been known to fight against demigods and heroes who have manifested evil among the Celts. Sometimes destroyed themselves, they have always returned to renew the battle. The forces that seek out evil to destroy it are eternal, and the Wild Hunt can never be completely annihilated.</p><p></p><p>The Master of the Hunt</p><p>The Master appears as a dark skinned man wearing an antlered black helmet.</p><p></p><p>Role-playing Notes: The master does not speak or communicate with anyone. He merely leads his pack of hounds and other followers toward sources of evil and attacks. His tactics are generally limited to an immediate frontal assault since he cannot die, his need for cunning is limited.</p><p></p><p>Str 18/00 * Dex 18 * Con 18</p><p>Int 17 * Wis 17 * Cha 9</p><p>MV 18 * SZ 6’ * MR 25%</p><p>AC 0 * HD 20 * HP 200</p><p>#AT 3 * THAC0 1 * Dmg 1d6 +3 (spear) +6</p><p></p><p>Special Att/Def: The Master of the Hunt generally does not engage in combat until most of his pack of hounds have been slain. He will then attack with his spear +3. The Master can also ride his chariot over victims, doing 3d10 points of damage to any who fall beneath its wheels.</p><p></p><p>The Pack of the Wild Hunt</p><p>The individual hounds of the Wild Hunt are beasts. There are 20 dogs in the pack.</p><p></p><p>AC 2 * HD 5 * SZ 3’</p><p>MR 15% * THAC0 14 * HP 30</p><p>MV 21 * #AT 1 * Dmg 2d4</p><p></p><p>Special Att/Def: The pack can cause fear in any mortal being that it is pursuing. Each hound has the equivalent protection from evil spell upon it at all times. The pack also can swarm its enemies without regard to the actual space available, so all 20 dogs can attack an enemy each round. Finally, once per turn each dog can use its green flame tongue to add an additional 5 points of damage to any attack that hits.</p></blockquote><p></p>
[QUOTE="BOZ, post: 1215555, member: 1241"] here are the original stats for comparison: 1E Deities and Demigods: THE WILD HUNT The Wild Hunt exists in all the lands where Druids and their deities dwell. It is a physical manifestation of "life force" that always takes on the same form. The Hunt is made up of one huge black-skinned man with antlers growing from his head and his pack of hounds. The Hunt appears whenever there is evil in the land (as in the case of an evil temple or an evil priest of the 12th level or greater coming into the area, or what the DM decides is a grossly evil act) When the Hunt passes, the noise of the howling dogs or the Hunt Master's horn can be heard for miles in the night. If this noise is actively pursued by any being, they will become part of the Hunt when they sight the pack and its master! If the Hunt passes by any given being they must make a magic saving throw (on a 25% chance they will look at the pack) or join the Hunt. When any given being becomes part of the Hunt they may take on one of two roles: they will be the hunters or the hunted! The Hunt always begins ten miles from the source of evil that "summons" it, and for each mile nearer the source of evil when the Hunt is spotted there is a 10% chance that the observing being will be the object of the Hunt instead of the hunter. The Hunt will always pass close by the source of evil that has created it (never going into a building, but going within inches of the building and passing by). After passing by, it will travel on in a random direction for ten more miles. There will only be one Hunt on the Prime Material Plane on any given night, and it will always be drawn to the greatest evil in the Celtic area (decided upon by the referee). If the Hunt finds a being to hunt before finding the source of evil, it will attack that being to kill it, and then disappear as it reaches its summoning source. If the Hunt does not find a victim before it reaches the source, it will travel on for another ten miles and every being that sees it and does not make their saving throw vs. magic will have a 90% chance of becoming the hunted! If after ten miles, no being becomes the hunted, the entire pack will turn on the nearest big game creature around (deer, stag, bear or anything partially dangerous and non-intelligent). All during this hunt, the beings that have come along with the Hunt must travel with the Master, and they must attack whatever becomes the hunted, even if it goes against their alignment! Thus, paladins might have to attack helpless women or the like. All beings that have been taken in as hunters will attack the quarry (whatever it may be) and if they do not succeed in killing the being, the Master and his hounds will take over (but only when all other hunters have been incapacitated) and they will either kill or be killed. The magic of the Hunt will catch up and sweep along any who become part of it, so that, whether mounted or on foot, they will be able to keep up with the fast pace that the hounds set. The Hunt generally pursues on the ground, but it has the ability to run right into the air to fly over obstacles or especially difficult terrain. When the hunted being has been run down, there is an instant melee to the death. All participants must fight on to the death to the best of their abilities (no holding back). The only ways to prevent being killed as the object of the Hunt are to run out of the 10 mile radius of the source of evil, to elude the pack until morning, or to slay the Master and his pack. All beings that have been in any part of the Hunt have a 50% chance of becoming ensnared again with every sighting of the Master and his pack. There have been legends of epic battles between the Master and his hounds and some of the greater heroes of the past. In these legends, the Master and his pack have been slain, only to disappear in the darkness and appear somewhere else the next night, proving that the force that creates the Hunt is eternal. THE MASTER OF THE HUNT ARMOR CLASS: 0 MOVE: 18" HIT POINTS: 100 NO. OF ATTACKS: 2 DAMAGE/ATTACK: By weapon type SPECIAL ATTACKS: Nil SPECIAL DEFENSES: Nil MAGIC RESISTANCE: 25% SIZE: M (T) ALIGNMENT: Neutral CLERIC/DRUID: Nil FIGHTER: 15th level ranger MAGIC-USER/ILLUSIONIST: Nil THIEF/ASSASSIN: Nil MONK/BARD: Nil PSIONIC ABILITY: Nil Attack/Defense Modes: Nil S: 18/00; (+ 3, +6); I:18 W: 18 D: 18 C: 18 CH: 15 The Master has jet black skin and glowing green eyes. His head is crowned by a set of stag antlers, and he wears a suit of black leather. The Master never speaks. He runs a few feet behind his pack of hounds and will sound his horn at every 1 mile increment in his chase. He uses a +3 spear in battle. THE PACK OF THE WILD HUNT FREQUENCY: Uncommon NO. APPEARING: 20 ARMOR CLASS: 5 MOVE: 18" HIT DICE/POINTS: 30 hp % IN LAIR: 0% TREASURE TYPE: Nil NO. OF ATTACKS: 1 DAMAGE/ATTACK: 2-8 SPECIAL ATTACKS: Nil SPECIAL DEFENSES: Nil MAGIC RESISTANCE: 15% INTELLIGENCE: Average ALIGNMENT: Neutral SIZE: L (4'at shoulder) PSIONIC ABILITY: Nil Attack/Defense Modes: Nil LEVEL/X.P. VALUE: VI/950 per hound These huge black hounds have licks of green fire for tongues and green fire for eyes. These flames do no damage but they make the whole Hunt cast an eerie green glow. The beasts will never attack the hunted until all the beings that have drawn themselves into the Hunt have had their chance to kill. If the pack is killed, the Master will then battle the being. The death of any member of the pack goes unnoticed by the rest and it disappears after the battle is over. The hounds attack as 8 hit dice monsters. 2E Legends and Lore: The Wild Hunt Despite its evil connotations, the Wild Hunt is a manifestation of good life force on the Prime Material Plane. It appears in Celtic lands whenever there is a great force of evil in the area. The source of the evil could be many different things, from an evil wizard or priest moving through the area to an invading evil army. Wherever the druids are and wherever they have built standing stones that the Wild Hunt can use as beacons, the pack and its master are forever on guard against encroaching evil. The Wild Hunt appears in the world of men as a huge pack of magical dogs led by a great man. The man has dark skin and can either be on foot or at the reins of a two-horse chariot. He carries an enormous spear and wears a metal and leather helmet with antlers. The dogs of the pack are huge beasts that can, at one instant appear as normal (albeit huge) canines and then transform into ferocious, magical animals with green flame coming from their mouth and eyes. When the Wild Hunt approaches, the weather turns for the worse — the winds howl and thunder booms from the heavens. The Wild Hunt fights evil with evil’s weapons, namely fear and ferocity. Celts or other good beings who encounter the Hunt on the move may be swept up by it. All Celts or characters of good alignment who see the Hunt must make a save versus spells or become part of the Wild Hunt and its mission, accepting the Master as their leader. Persons so caught up might have to act against their own alignment at the behest of the Master, fighting against those they might otherwise ignore, etc. As it tears across the countryside, the pack will raise a terrifying ruckus, attracting followers and warning evil of its approach. On any given night there will be only one Wild Hunt, provided there is sufficient evil to warrant it. Once the pack has caught up with the source of evil, it will attack. The pack and the master will fight to the death against the evil. If they are slain, they will appear fresh for a new hunt the following night. If they do not destroy the evil they pursue, the Wild Hunt will return until their prey is driven from Celtic lands or slain. The Wild Hunt has been known to fight against demigods and heroes who have manifested evil among the Celts. Sometimes destroyed themselves, they have always returned to renew the battle. The forces that seek out evil to destroy it are eternal, and the Wild Hunt can never be completely annihilated. The Master of the Hunt The Master appears as a dark skinned man wearing an antlered black helmet. Role-playing Notes: The master does not speak or communicate with anyone. He merely leads his pack of hounds and other followers toward sources of evil and attacks. His tactics are generally limited to an immediate frontal assault since he cannot die, his need for cunning is limited. Str 18/00 * Dex 18 * Con 18 Int 17 * Wis 17 * Cha 9 MV 18 * SZ 6’ * MR 25% AC 0 * HD 20 * HP 200 #AT 3 * THAC0 1 * Dmg 1d6 +3 (spear) +6 Special Att/Def: The Master of the Hunt generally does not engage in combat until most of his pack of hounds have been slain. He will then attack with his spear +3. The Master can also ride his chariot over victims, doing 3d10 points of damage to any who fall beneath its wheels. The Pack of the Wild Hunt The individual hounds of the Wild Hunt are beasts. There are 20 dogs in the pack. AC 2 * HD 5 * SZ 3’ MR 15% * THAC0 14 * HP 30 MV 21 * #AT 1 * Dmg 2d4 Special Att/Def: The pack can cause fear in any mortal being that it is pursuing. Each hound has the equivalent protection from evil spell upon it at all times. The pack also can swarm its enemies without regard to the actual space available, so all 20 dogs can attack an enemy each round. Finally, once per turn each dog can use its green flame tongue to add an additional 5 points of damage to any attack that hits. [/QUOTE]
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