Shapechanger (Recharge 6). The Master of the Hunt can use its action to transform into "The Beast", a large beast (shapechanger); when transformed into The Beast, it can likewise use its action to transform back into The Master of the Hunt. Its statistics are the same in each form. Any equipment it's carrying isn't transformed. It heals 45 (10d8) hit points whenever it transforms in this way.
Keen Senses. The avatar of Malar has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.
Standing Leap. The avatar of Malar's long jump is up to 70 ft., and its high jump up to 35 ft., with or without a running start.
Regeneration. The avatar of Malar regains 24 hit points at the start of its turn.
Magic Weapons. The avatar of Malar's weapon attacks are magical.
Nature Incarnate. The avatar of Malar is immune to spells cast by and damage from undead creatures. Undead cannot willingly approach within a 5 ft. radius of his body.
Magic Resistance. The avatar of Malar has advantage on saving throws against spells and other magical effects.
Legendary Resistance (3/day). If the avatar of Malar fails a saving throw, it can choose to succeed instead.
Pounce (The Beast only). If The Beast moves at least 30 feet straight toward a creature and then hits it with a bite attack on the same turn, that target must succeed on a DC 17 Strength saving throw or be knocked prone. If the target is prone, the avatar can make four claw attacks against it as a bonus action.
Spellcasting (The Master of the Hunt only). The Master of the Hunt is a twentieth-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 23, +25 to hit with spell attacks) and it requires no components. It has the following spells prepared:
Cantrips (at will): druidcraft, poison spray, primal savagery, thorn whip
1st level (4 slots): cure wounds, entangle, fog cloud, snare
2nd level (3 slots): earthbind, flaming sphere, spike growth
3rd level (3 slots): call lightning, conjure animals, erupting earth
4th level (3 slots): blight, dominate beast, locate creature
5th level (3 slots): awaken, contagion, wrath of nature
6th level (2 slots): investiture of stone, wall of thorns
7th level (2 slots): fire storm, plane shift
8th level (1 slot): animal shapes
9th level (1 slot): storm of vengeance
Multiattack. The avatar of Malar makes three attacks: as The Master of the Hunt, two of these are with its antlers, and one with its spear; as The Beast, one is with its bite, and two with its claws.
Antler (The Master of the Hunt only). Melee Weapon Attack: +17 to hit, 5ft. reach, one target. Hit: 19 (1d20+8) piercing damage. If the attack beats the target's armour class by four or more, it deals double damage.
Spear +3 (The Master of the Hunt only). Melee Weapon Attack: +20 to hit, 5ft. reach, one target. Hit: 20 (2d8+11) piercing damage.
Bite (The Beast only). Melee Weapon Attack: +17 to hit, 5ft. reach, one target. Hit: 22 (4d6+8) piercing damage. If the target is a humanoid, it must make a DC 17 Constitution saving throw or be cursed with lycanthropy of a random evil lycanthrope creature.
Claw (The Beast only). Melee Weapon Attack: +17 to hit, 5ft. reach, one target. Hit: 19 (3d6+8) slashing damage.
The avatar of Malar can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The avatar regains spent legendary actions at the start of its turn.
Claw. Melee Weapon Attack: +17 to hit, 5ft. reach, one target. Hit: 19 (3d6+8) slashing damage.
Spear Throw. Ranged Weapon Attack: +21 to hit, range 40/120 ft., one target. Hit: 21 (2d8+12) piercing damage. Each time the weapon is thrown, it flies back to the avatar's hand after the attack.
Cantrip. The avatar of Malar casts a cantrip without requiring components.
Summon the Pack. The avatar of Malar casts conjure animals without requiring components or using a spell slot. Wisdom is its spellcasting ability for this spell. It can choose to cast conjure animals as a 5th level spell.
Description
Malar favors two forms when he stalks the Realms. As the Beast, he appears as a man-high catlike beast, sleek and supple in its movements. His ebony fur is matted with blood, and his talons and fangs endlessly drip blood. The Beast cannot and does not speak.
As the Master of the Hunt, also known as the Wild Hunter, Malar appears as a black-furred, 12-foot-tall humanoid with red eyes above a whuffling, flesh-draped hole rather than a nose and mouth, and a large rack of antlers that he can use to slash or stab at targets. Malar can speak in this form and can cause his antlers to melt away and reappear at will, allowing him to avoid damage to his rack and to prevent opponents from trapping him by ensnaring his antlers. The Master of the Hunt is typically accompanied by a pack of 21 dire wolves (winter wolves in polar regions) of the largest possible size (maximum hit points).
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