Medium Fey (Archfey), Lawful Neutral
Armor Class 18 (natural armor)
Hit Points 229 (27d8 + 108)
Speed 40 ft.
STR
21 (+5)
DEX
18 (+4)
CON
19 (+4)
INT
14 (+2)
WIS
18 (+4)
CHA
15 (+2)
Saving Throws STR +11, WIS +10, CHA +8
Skills Athletics +11, Perception +10, Survival +10
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks not made with Cold Iron Weapons
Damage Immunities Cold, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Blindsight 10 ft., Darkvision 120 ft., Passive Perception 20
Languages Common, Draconic, Elvish, Sylvan
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Huntsman's Weapons. Cernunnos' weapon attacks are magical. When Cernunnos hits with any weapon, the weapon deals an extra 14 (4d6) radiant damage (included in the attack).

Legendary Resistance (3/Day). If Cernunnos fails a saving throw, he can choose to succeed instead.

Sure Seat. While mounted and not incapacitated, Cernunnos can't be knocked prone, dismounted, or moved against his will.

Actions

Multiattack. Cernunnos makes three attacks: one with his glaive and two with his longbow.

Glaive. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) slashing damage plus 14 (4d6) radiant damage.

Longbow. Ranged Weapon Attack: +10 to hit, range 150/600 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 14 (4d6) radiant damage.

Hunter's Quarry. Cernunnos magically calls 3d6 elk or boars, 1d4 giant boars or giant elk, or 1 elephant. The called Beasts arrive in 1d4 rounds, acting as allies of Cernunnos and obeying his spoken commands. The Beasts remain for 1 hour, until Cernunnos dies, or until he dismisses them as a bonus action. Cernunnos can have any number of Beasts under its control at the same time, provided the combined total CR of the Beasts is no higher than 8.

Bonus Actions

Fey Mount. Cernunnos can summon or dismiss a spectral steed resembling a giant elk or a powerful warhorse, mounting or dismounting it as part of this bonus action without spending movement. The mount has the statistics of a warhorse, except it is a Fey and has the following benefits:

  • AC: 16
  • Hit Points: 76 (9d10 + 27)
  • Speed: 60 ft.
  • The mount has the same damage and condition resistances and immunities as Cernunnos, and uses his saving throw bonuses in place of its own.
  • The mount can move through difficult terrain without any reduction to its speed.

If the mount is slain, it disappears, leaving behind no physical form, and Cernunnos must wait 1 hour before summoning the mount again.

Reactions

Parry. Cernunnos adds 6 to his AC against one melee attack that would hit him. To do so, Cernunnos must see the attacker.

Legendary Actions

Cernunnos 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. Cernunnos regains spent legendary actions at the start of his turn.

Attack. Cernunnos makes one glaive or longbow attack.

Call to the Hunt (Costs 2 Actions). Cernunnos blows his hunting horn and chooses one creature he can see within 60 feet. If the creature can hear the horn, it must succeed on a DC 16 Charisma saving throw or be charmed by Cernunnos for 8 hours. The charmed target obeys Cernunno's verbal commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to Cernunno's Call to the Hunt for the next 24 hours. Cernunnos can have only one target charmed at a time. If he charms another, the effect on the previous target ends.

Tenacious Stride. Cernunnos moves up to his speed without provoking opportunity attacks. If he is mounted, he can force the mount to move up to half its speed without provoking opportunity attacks instead.

Description

Astride a midnight horse sits a shirtless elven huntsman. His broad chest is thickly muscled and sports tattooed knot work. Great stag antlers crest the huntsman's head, curving above his rich brown hair. The pale green glow that shines from his eyes obscures the elf's strong features, and a massive glaive twined with glowing green vines drives forward in his clenched fist.

Lair and Lair Actions

If the Master of the Hunt has any permanent lair, it is unknown to all but his closest confidants. While the Wild Hunt is a thing of beautiful and deadly grace on the move, the Master's encampment becomes his lair when the Hunt settles for any length of time. Tents and pavilions house the Master and his Hunt, and great, roaring fires roast the day's kills. The hours pass with revelry, feasting, physical contests, and strong drink.

Lair Actions

On initiative count 20 (losing initiative ties), the Master of the Hunt takes a lair action to cause one of the following effects; the Master of the Hunt can't use the same effect two rounds in a row:

  • Cry Havoc. The Wild Hunt echoes with an otherworldly war cry. One creature the Master of the Hunt can see within 120 feet of him must succeed on a DC 19 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Encourage Undergrowth. Plants erupt from a point on the ground the Master of the Hunt can see within 120 feet of him. The area within 20 feet of that point is difficult terrain. A creature that enters the difficult terrain for the first time on a turn or starts its turn there must succeed on a DC 19 Dexterity saving throw or take 9 (2d8) poison damage and be restrained by vines. A creature, including the restrained creature, can take its action to free the restrained creature by succeeding on a DC 19 Strength check. The plants remain until the Master of the Hunt uses this lair action again or until he dies.
  • Mark Prey. One creature the Master of the Hunt can see within 120 feet of him must succeed on a DC 19 Wisdom saving throw or be magically marked until initiative count 20 on the next round. The Master has advantage on attack rolls against the marked target.

Regional Effects

The region containing the Master of the Hunt's encampment is warped by his magic, which creates one or more of the following effects:

  • Game Preserve. Game animals become plentiful within 3 miles of the lair. Wisdom (Survival) checks to hunt for food are made with advantage, but patrols from the Wild Hunt don't take kindly to poachers.
  • Hunting Grounds. Areas of natural terrain within 3 miles of the lair subtly rearrange themselves to create game trails through even the densest wilderness.
  • Spooked Animals. Domesticated animals within 3 miles of the lair become skittish and fearful. They are more difficult to handle and flee the area if left to their own devices.

When the Master of the Hunt breaks camp or dies, these effects end immediately.

Monster Tags: feyFey Lords and Ladies

Habitat: Forest

Erick_Quiroz11

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