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Wild Hunt Archer

Creature 16 (rare) — fey, wild-hunt

Pre-Remaster content. May include legacy alignment.

These lithe, androgynous humanoids have pointed ears, glowing green eyes, and hair that flows softly at all times as if in a gentle breeze. They are methodical hunters who fire their bows with uncanny accuracy. Since wild hunt archers tend to be slower on foot than most of their companions, they often rely on wild hunt horses to provide increased mobility. Rather than carrying normal arrows, they can produce arrows as needed from magical quivers-these quivers do not function in this manner for a

Source: kingmaker-bestiary (Pre-Remaster)

Perception +30
Skills acrobatics +32, athletics +30, intimidation +32, nature +27, stealth +32, survival +30
Str
+6
Dex
+8
Con
+6
Int
+3
Wis
+6
Cha
+6
AC 39 Fort +26 Ref +32 Will +28
HP 340
Weaknesses cold-iron 15
Speed 25 feet

Offense

Melee Horns +30, Damage 3d12+12 piercing
Ranged Living Bow +32, Damage 1d6 cold plus 3d8+12 piercing

Abilities

Greensight — The wild hunt archer ignores the Concealed condition from leaves and other foliage.
Planar Acclimation — The wild hunt archer treats the plane it is located on as its home plane.
Wild Hunt Link (aura, magical) — 500 feet. A wild hunt archer grants wild hunt other than archers the ability to target Concealed creatures with ranged Strikes without having to succeed at a DC 5 flat check.
Constant Spells — Constant Spells
Instinctive Cooperation — The wild hunt archer automatically achieves a critical success on saving throws against effects created by other allied wild hunt creatures.
Wild Gaze (aura, fear, incapacitation, mental, primal, visual) — 30 feet. Those who meet the gaze of a wild hunt archer come face-to-face with the hunt's fearful power and find it difficult to act in the face of such a legendary legacy. When a creature ends its turn in the aura, it must succeed at a DC 34 Will save to resist becoming Slowed 1 (Slowed 2 on a critical failure). The wild hunt archer can deactivate or activate this aura by using a single action, which has the concentrate trait.
Focus Gaze (concentrate, fear, incapacitation, mental, primal, visual) — The wild hunt archer fixes its glare at a creature it can see within 30 feet. The target must immediately attempt a Will save against the wild hunt hound's wild gaze. If the creature was already slowed by the wild gaze before attempting its save, a failed save causes it to be Paralyzed for 1 round. After attempting its save, the creature is temporarily immune to Focus Gaze from any wild hunt until the start of the wild hunt archer's next turn.
Infuse Arrow (magical) — The wild hunt archer Casts a Spell with a range of touch and then makes a ranged Strike with their living bow. If they hit a creature with that Strike, that creature is also targeted by the spell's effects. If the Strike misses, the spell is wasted. Alternatively, the wild hunt archer can Cast a Spell that affects an area and then make a ranged Strike with their living bow. If they hit a creature with that Strike, the spell takes effect centered on that creature, and the creature struck takes a -2 circumstance penalty to any save against the spell's effect. If the Strike misses, the spell is wasted.
Living Bow (primal) — The wild hunt archer carries a manifestation of their archery in the form of a living bow. This weapon functions as a +2 greater striking frost composite longbow as long as it is wielded by the wild hunt archer, but in any other creature's hands the living bow functions as a normal, nonmagic composite longbow. A wild hunt archer can manifest a replacement living bow if its previous one is lost or destroyed by performing a one-minute activity that has the concentrate trait. A living bow appears to be made of wood and constantly sprouts leaves that turn autumnal colors and drop away; it's bowstring is a glowing green line of energy. A wild hunt archer spontaneously generates arrows as needed from its quiver when using a living bow.
Seeking Shots — The wild hunt archer's ranged Strikes and spells with ranged attack rolls ignore their target's Concealed condition.

Spells

Polar Ray (rank 8)
Eclipse Burst (rank 7)
Finger of Death (rank 7)
Disintegrate (rank 6)
Stone Tell (rank 6)
True Seeing (Constant) (rank 6)
Cloudkill (rank 5)
Wall of Ice (rank 5)
Speak with Plants (Constant) (rank 4)
Vampiric Touch (rank 3)
Speak with Animals (Constant) (rank 2)
Know Direction (rank 1)

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