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Medium-Size Outsider
Hit Dice:
15d8+45 (112 hp)
Initiative: +3 (Dex)
Speed: 50 ft.
AC: 21 (+3 Dex, +5 armor, +3 natural)
Attacks:+3 longspear +24/+19/+14 melee
Damage:+3 longspear 1d8+8
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Spells, charm person, favored enemy (goblinoid, beasts, animals, demons)
Special Qualities: Damage reduction 10/+1, SR 16, detect evil, darkvision 60 ft.
Saves: Fort +12, Ref +12, Will +11
Abilities: Str 20, Dex 17, Con 16, Int 18, Wis 15, Cha 16
Skills: Animal Empathy +20, Bluff +13, Concentration +18, Handle Animal +18, Heal +12, Hide +9, Intimidate +13, Knowledge (arcana) +12, Knowledge (nature) +15, Listen +17, Move Silently +9, Search +12, Sense Motive +15, Spellcraft +12, Spot +17, Wilderness Lore +19
Feats: Blind-Fight, Cleave, Dodge, Great Cleave, Power Attack, Track, Weapon Focus (longspear)

Climate/Terrain: Any land
Organization: Wild Hunt (Master plus 20 black hounds)
Challenge Rating: 12 (solitary); 20 (with Wild Hunt)
Treasure: Standard
Always neutral
Advancement: By character class

The Master and his pack appear whenever called or when there is great evil in the area near a druid's grove (the DM decides what constitutes a great evil). They only appear at night.

When the Hunt passes within 30 feet of a creature, that creature must make a Will save (DC 20) or become swept up in the Hunt. Creatures affected will take one of two roles; the hunter or the hunted.

The Master and his hounds always appear 10 miles from the source of the evil and will travel toward it. Should no prey be encountered along the way, the Hunt will move 10 miles beyond the source of the evil in a random direction. If nothing is encountered, it will reverse direction and run for the source of the evil. If no prey is encountered, it will again pass the source and move 10 miles past it in a random direction. The Hunt repeats this process until it finds its prey, the sun comes up, or the Master and his hounds are slain.

For each mile traveled with the Hunt, each charmed creature must succeed at a Will save (DC 20), with failure indicating the creature has now become the hunted (and the charm is broken).

When the hunted has been run down, there is instant melee to the death. The Master and his hounds will attack and either kill or be killed. All charmed creatures likewise join in the fray and fight to the death as well.

The only way to prevent being killed is to elude the Master and his hounds until sunrise (when the Master and hounds disappear), kill the Master and his hounds, or run out of the ten mile radius of the source of evil.

When the hunt first appears, the Master will sound his horn. It can be heard for 1 mile in all directions. For every one mile the Hunt moves, the Master will again blow his horn.

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.

Ranger Class: The Master of the Hunt has the abilities of a 15th-level ranger.

Charm Person (Su): 30-foot radius of the Master and his hounds; Will save (DC 20) or affected creatures join the hunt.

Spells (0/2/1/1/1): 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.


The Wild Hunt consists of 20 Medium-size black hounds. They have licks of green fire for tongues and glowing green eyes. Treat the black hounds of the Wild Hunt as 5 HD wolves with the following bonuses.

Spell Resistance (Ex): SR 14

The Master of the Wild Hunt and the Pack of the Wild Hunt first appeared in Deities and Demigods (James Ward and Rob Kuntz, 1980).

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