| Mod | Save | ||
|---|---|---|---|
| STR | 24 | +7 | +7 |
| DEX | 20 | +5 | +5 |
| CON | 20 | +5 | +13 |
| Mod | Save | ||
|---|---|---|---|
| INT | 18 | +4 | +4 |
| WIS | 22 | +6 | +14 |
| CHA | 18 | +4 | +4 |
Huntmaster's Aura. Cerunnos radiates an unseeable aura in a 60-foot Emanation that originates from him. The aura is inactive if Cerrunos has the Incapacitated condition. Cerunnos and his allies in the aura gain advantage on Initiative rolls and on any Wisdom (Perception or Survival) checks to track their prey.
Fey Ancestry. Magic can't put Cerrunos to sleep.
Legendary Resistance (3/Day). If Cerrunos fails a saving throw, he can choose to succeed instead.
Magic Resistance. Cerrunos has Advantage on saving throws against spells and other magical effects.
Multiattack. Cerrunos makes two attacks, using Tempest Spear or Hoarfrost Bow in any combination, and uses Stag's Charge.
Tempest Spear. Melee or Ranged Attack Roll: +13, reach 5 ft. or range 20/60 ft. Hit: (2d8 + 7) Piercing damage plus (2d6) Lightning damage. Hit: The target must succeed on a DC 17 Constitution saving throw or be teleported to an unoccupied space of Cerunnos’ choice within 60 ft. Hit or Miss: The spear magically returns to the Cerrunos' hand immediately after a ranged attack.
Hoarfrost Bow. Ranged Attack Roll: +12, range 150/600 ft. Hit: (2d8 + 6) Piercing damage plus (1d8) Cold damage. Hit: The target's speed is reduced by 10 feet until the start of Cerunnos' next turn.
Horn of the Undying (Recharge 5-6). Wisdom Saving Throw: DC 15, each creature in a 30-foot Emanation originating from Cerrunos. Failure: the target has the Stunned condition until the end of Cerrunos' next turn.
Stag's Charge. Melee Attack Roll: +3, reach 5 ft. Hit: (5d6 + 7) Bludgeoning damage. If the target is a Huge or smaller creature and Cerrunos moved 20+ feet straight toward it immediately before the hit, the target has the Prone condition.
Spellcasting. Cerrunos casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 20):
- At will: Animal Friendship, Animal Messenger, Speak with Animals
- 2/day each: Ensnaring Strike, Entangle, Fog Cloud (level 4 version)
- 1/day each: Conjure Barrage, Conjure Woodland Beings, Locate Creature
Huntmaster's Mark. Cerunnos magically marks a creature. Wisdom Saving Throw: DC 18, one creature that Cerrunos can see within 90 feet. Failure: Cerrunos and his allies have Advantage on attack rolls against the target until the start of Cerrunos' next turn.
Legendary Action Uses: 3. Immediately after another creature's turn, Cerrunos can expend a use to take one of the following actions. Cerrunos regains all expended uses at the start of each of his turns.
Feral Strike. Cerrunos moves up to half his Speed without provoking Opportunity Attacks, and he makes one melee attack with his Tempest Spear.
Command the Hunt. Cerrunos commands a Wild Hunt Rider or Yeth Hound to move up to half their speed and make a melee or ranged attack.
Description
Cerrunos, also known as the Horned Lord and the Master of the Hunt, was an archfey and member of the Gloaming Court.
Those who survived an encounter with him describe a towering, humanoid figure with the powerful, black-furred legs of a stag and ashen skin. He is clad in black, skeletal armor, and his helm bears an ebony skull-mask that conceals all but his burning, pale-blue eyes. A winter wolf’s pelt drapes across his shoulders, and a heavy torc marks him as fey nobility. From his helm, or perhaps from his very skull, rise the sweeping antlers of a great stag.
Cerrunos calls on many to join him on his hunts including his jabberwock mount, Narozhul, servants of the Gloaming Court, former captives turned hunters, Stygian Nightmares, and Yeth Hounds summoned by the Queen of Air and Darkness.
Lair and Lair Actions
The region surrounding the Wild Hunt of the Horned Lord is affected by its presence, creating the following effects:
- Winter Gloom. The area within 1 mile of the Wild Hunt is Lightly Obscured by chilly fog. The gloom prevents flames from being ignited in the area and any open flames are extinguished.
- Biting Cold. A creature exposed to the cold summoned by the Wild Hunt must succeed on a DC 10 Constitution saving throw at the end of each hour or gain 1 Exhaustion level. Creatures that have Resistance or Immunity to Cold damage automatically succeed on the save.
If Cerrunos dies or the hunt ends, these effects end immediately.
Comments