Elvensilver
2018-12-27, 09:21 AM
Since I couldn't find the Wild Hunt or a similar concept as monster, I've decided to build it myself. For those that don't know it, the Wild Hunt is a piece of folklore in Europe about a group of supernatural hunters (sometimes elves or other fairy-beings, sometimes the souls of dead, and nearly always some hunting dogs) roaming the sky. See here for more info: [URL=https://en.wikipedia.org/wiki/Wild_Hunt[/URL]
So, since I never built anything big before, and honestly, the Wild Hunt is something that should be pretty dangerous as an encounter, I'd like to hear your opinions and ideas. My goal is to stay as close as possible to the original while still being functional in a fight. So far I've got:
CR 12+ (maybe about 15/16? Should be strong, but not endgame-level)
Type: Fey, around 13 racial hd (because of the hunters, and because of the Wild Hunt is theorized to be a mythological explanation for winter-storms, e.g. a natural phenomen)
Size: Colossal, but made out of mulitiple smaller (small, medium and large creatures)
Subtype: Swarm (sometimes the Wild Hunt is called the Wild Host. Since it would be difficult and complicated to stat and track an army worth of individual hunters, a swarms seems more reasonable.)
So we can conclude that the Wild Hunt should have swarm and fey traits, such as immunities, damage reduction against everything but cold iron, flight, and automatic damage. For ca. 13 HD, the automatic damage would be 3D6 per round, magical, because that fits fey, maybe with trip or bleed because it is largely made out of hunting dogs.
Aura: Fear, activated via free action, as the spell, Range: 300 feet, Save DC 20 (to reflect the effect on people in the area)
For Spell like Abilities, the normal fey-list doesn't really fit the mythos. What we need is something like the ability to spirit people away to make them join their ranks, some means of bringing fortune/misfortune, maybe something sound-based because of the constant rumble and screaming, cloud-shape/etheralness and invisibility. And a fear ability of course, as noted above. So maybe:
SLA (at will) bless or bane
SLA (3x/day each): lesser invisiblity, curse, cloud shape
SLA (1x/day): feeblemind
Aaand some ability to spirit people who are currently affected by the fear effect and fail their saves away to join the hunt. (one fortitude save
to resist and one will save to perserve one's mind, perhaps?) Usable multiple times per day, but is a full round action.
As for stats, I thought something like this:
Str: 20 In: 10
Ge: 18 Wis: 20
Con: 28 Cha: 30
At 13 racial HD, that would be ca. 163 HP (13d6 + 117)
Saves:
Ref: 13
Wil: 13
Fort: 13
So, what do you guys and gals think? Any ideas (e.g. SLAs) to make it memorable and strong while staying true to the original?
So, since I never built anything big before, and honestly, the Wild Hunt is something that should be pretty dangerous as an encounter, I'd like to hear your opinions and ideas. My goal is to stay as close as possible to the original while still being functional in a fight. So far I've got:
CR 12+ (maybe about 15/16? Should be strong, but not endgame-level)
Type: Fey, around 13 racial hd (because of the hunters, and because of the Wild Hunt is theorized to be a mythological explanation for winter-storms, e.g. a natural phenomen)
Size: Colossal, but made out of mulitiple smaller (small, medium and large creatures)
Subtype: Swarm (sometimes the Wild Hunt is called the Wild Host. Since it would be difficult and complicated to stat and track an army worth of individual hunters, a swarms seems more reasonable.)
So we can conclude that the Wild Hunt should have swarm and fey traits, such as immunities, damage reduction against everything but cold iron, flight, and automatic damage. For ca. 13 HD, the automatic damage would be 3D6 per round, magical, because that fits fey, maybe with trip or bleed because it is largely made out of hunting dogs.
Aura: Fear, activated via free action, as the spell, Range: 300 feet, Save DC 20 (to reflect the effect on people in the area)
For Spell like Abilities, the normal fey-list doesn't really fit the mythos. What we need is something like the ability to spirit people away to make them join their ranks, some means of bringing fortune/misfortune, maybe something sound-based because of the constant rumble and screaming, cloud-shape/etheralness and invisibility. And a fear ability of course, as noted above. So maybe:
SLA (at will) bless or bane
SLA (3x/day each): lesser invisiblity, curse, cloud shape
SLA (1x/day): feeblemind
Aaand some ability to spirit people who are currently affected by the fear effect and fail their saves away to join the hunt. (one fortitude save
to resist and one will save to perserve one's mind, perhaps?) Usable multiple times per day, but is a full round action.
As for stats, I thought something like this:
Str: 20 In: 10
Ge: 18 Wis: 20
Con: 28 Cha: 30
At 13 racial HD, that would be ca. 163 HP (13d6 + 117)
Saves:
Ref: 13
Wil: 13
Fort: 13
So, what do you guys and gals think? Any ideas (e.g. SLAs) to make it memorable and strong while staying true to the original?