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Wild Hunt Monarch

Creature 20 (rare) — fey, wild-hunt

Pre-Remaster content. May include legacy alignment.

Each wild hunt follows a wild hunt monarch, who travels between the realm of the fey and the Material Plane in search of new quarry. These limber and regal humanoids have elk antlers, long pointed ears, flowing white hair, and luminescent green eyes. Although some believe the wild hunt is nothing more than legend, the riders of the wild hunt are real. Countless members of these fey compose the wild hunt-the term "wild hunt" refers to the family of creatures as a whole as well as to individual g

Source: kingmaker-bestiary (Pre-Remaster)

Perception +35
Skills acrobatics +34, athletics +38, diplomacy +36, intimidation +40, nature +36, performance +36, stealth +37, survival +37
Str
+10
Dex
+6
Con
+7
Int
+6
Wis
+7
Cha
+10
AC 46 Fort +33 Ref +32 Will +35
HP 450
Weaknesses cold-iron 20
Speed 40 feet

Offense

Melee Glaive +38, Damage 1d6 sonic plus 1d6 bleed plus 4d8+20 slashing
Melee Horns +38, Damage 4d8+20 piercing

Abilities

Greensight — The wild hunt monarch ignores the Concealed condition from leaves and other foliage, mist, and fog.
Planar Acclimation — The wild hunt monarch treats the plane it is located on as its home plane.
Wild Hunt Link (aura, magical) — 1 mile. A wild hunt monarch increases the range of wild hunt link to affect all wild hunt members within a mile. Other wild hunt creatures in this link who end their turn within 60 feet of a wild hunt monarch gain regeneration 50 until the end of their next turn; this regeneration can only be deactivated by forcing the wild hunt out of the 60-foot aura or by killing the wild hunt monarch.
Constant Spells — Constant Spells
Attack of Opportunity — Attack Of Opportunity
Instinctive Cooperation — The wild hunt monarch 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 monarch 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 39 Will save to resist becoming Slowed 1 (Slowed 2 on a critical failure). The wild hunt monarch can deactivate or activate this aura by using a single action, which has the concentrate trait.
Brutal Gore — A creature critically hit by a monarch's horns strike is Stunned 1.
Call Glaive (primal, teleportation) — The wild hunt monarch wields a magic weapon known as a monarch's glaive. This weapon functions as a +3 major striking greater thundering wounding glaive in the monarch's hands only. The monarch can call their glaive to their hands using this action, transporting it across any distance. If their glaive is destroyed, the monarch can create a new one by using Call Glaive as a three-action activity that gains the manipulate trait.
Call to the Hunt (manipulate, primal, teleportation) — Frequency once per day Effect The wild hunt monarch blows their monarch's horn, causing two wild hunt scouts or four wild hunt archers part of the monarch's wild hunt link and no more than 1 mile from the monarch's location to appear as the monarch chooses at any point within 30 feet. They act immediately before the wild hunt monarch in initiative starting on the next round.
Focus Gaze (concentrate, fear, incapacitation, mental, primal, visual) — The wild hunt monarch 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 monarch's next turn.
Wild Reincarnation (primal) — **Critical Success** The creature is instead restored to life as if via Raise Dead (heightened to 10th level), and it is permanently immune to Wild Reincarnation from that wild hunt monarch. **Success** The creature is not reincarnated and remains dead. **Failure** The creature is temporarily reincarnated as a fey creature of the monarch's choice. The new fey must be of a level equal to or less than the dead creature's level, and it functions in all ways as that fey creature; it retains none of the abilities and only scatterings of the memories or personality of the reincarnated character, and it follows the commands and orders of the wild hunt monarch. After 1 minute, the reincarnated fey dies and its body reverts back to its original corpse, which can then be restored to life normally. **Critical Failure** As failure, but the reincarnated fey remains alive until slain; a Miracle, Wish or similarly powerful spell or effect can reverse the reincarnation as well.

Spells

Primal Phenomenon (rank 10)
Control Weather (rank 8)
Wind Walk (rank 8)
Finger of Death (rank 7)
Plane Shift (rank 7)
Dominate (rank 6)
Primal Call (Creatures with the Wild Hunt Trait Only) (rank 6)
Stone Tell (rank 6)
Hallucinatory Terrain (rank 4)
Speak with Plants (Constant) (rank 4)
Suggestion (rank 4)
Dispel Magic (rank 2)
Speak with Animals (Constant) (rank 2)
Charm (rank 1)
Electric Arc (rank 1)
Ghost Sound (rank 1)
Know Direction (rank 1)
Produce Flame (rank 1)

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