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The Horned Hunter

Creature 18 (unique) — fey

Pre-Remaster content. May include legacy alignment.

To a satyr, life is a party and everyone is invited. Notorious for their hedonism, these fey believe there's no greater beauty than can be found in song, drink, indulgent meals, and carnal pleasures. Satyrs use their enchanting songs and natural charm to encourage all manner of people to follow their true desires and free themselves from society's rules. This usually involves enticing mortals to join raucous parties or engage in trysts in moonlit glades. If a potential companion rejects a satyr'

Source: kingmaker-bestiary (Pre-Remaster)

Perception +35
Skills acrobatics +35, athletics +35, nature +33, stealth +35, survival +33
Str
+8
Dex
+6
Con
+6
Int
+4
Wis
+6
Cha
+8
AC 42 Fort +32 Ref +30 Will +30
HP 350
Weaknesses cold-iron 15
Speed 35 feet

Offense

Melee Horns +34, Damage 3d12+16 bludgeoning
Ranged Composite Shortbow +34, Damage 3d6+16 piercing plus 1d6 sonic

Abilities

Fey Conduit — Before she sent him into the Material Plane, Nyrissa used the power of her home within the Fable (see area M7c ) to forge a link with the Horned Hunter. During his time on the Material Plane, she can observe the world as if seeing through his eyes and listening through his ears. She cannot bolster the Horned Hunter via this link, and uses it primarily to spy on the PCs and observe their tactics in preparation for what she hopes never occurs-their invasion of Thousandbreaths. If the Horned Hunter claims Briar, the sword causes this link to Nyrissa to end immediately.
Sylvan Wine (mental, primal) — A satyr's wineskin magically enchants any alcohol inside. With an Interact action, a living creature can imbibe the alcohol and gain a +3 item bonus to Will saves for the following hour. When the wineskin is removed from a satyr's person, the magic remains only until the wine spoils. The wineskin holds up to eight drafts of wine.
Juggernaut — When the Horned Hunter rolls a success on a Fortitude save, he gets a critical success instead.
Bloom Step — The Horned Hunter ignores the effects of non-magical difficult terrain and that caused by a bloom.
Bow Specialist — The Horned Hunter gains the critical specialization effect for any bow he wields.
Fleet Performer
Hunt Prey (concentrate) — The Horned Hunter designates a single creature he can see or hear as his prey. He gains a +2 circumstance bonus to Perception checks when he Seeks his prey and a +2 circumstance bonus to Survival when he Tracks his prey, and he ignores the penalty for making ranged attacks within his second range increment against his prey. He can have only one creature designated as prey at a time. If he uses Hunt Prey against a creature when he already has a creature designated, the prior creature loses the designation and the new prey gains the designation. Otherwise, a designation lasts until his next daily preparations.
Masterful Hunter — The Horned Hunter's multiple attack penalty for attacks against his hunted prey is -3 (-2 with an agile weapon) on his second attack in a turn, and -6 (-4 with an agile weapon) on his third or subsequent attacks. The first time he hits his hunted prey in a round, he deals 2d8 additional precision damage.
Play the Pipes (auditory, primal) —
Improved Knockdown — Improved Knockdown

Spells

Tree Stride (rank 5)
Suggestion (rank 4)
Triple Time (rank 2)
Charm (rank 1)
Dancing Lights (rank 1)
Fear (rank 1)
Ghost Sound (rank 1)
Inspire Competence (rank 1)
Inspire Courage (rank 1)
Sleep (rank 1)

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