Large Fey (Titan), Lawful Neutral
AC 21    Initiative +10 (20)
HP 310 (28d8 + 184)
Speed 80 ft., climb 80 ft., swim 40 ft.
Mod Save
STR 26 +8 +14
DEX 20 +5 +11
CON 24 +7 +7
Mod Save
INT 18 +4 +4
WIS 22 +6 +12
CHA 20 +5 +11
Skills Animal Handling +10, Athletics +14, Nature +14, Perception +12, Stealth +16, Survival +18
Resistances Poison; Bludgeoning, Piercing, and Slashing from Magic Weapons
Gear Spectral Spear, Longbow of the Wild, Sinister Clothes and a variety of personal belongings.
Senses Blindsight 120, Darkvision 120, Passive Perception 22
Languages All Telepathy 120 ft. All, Telepathy 120 ft.
CR 20 (XP 25,000, or 33,000 in lair; PB +6)
Traits

Damage Threshold 10Immune to any source dealing less than 10.

Final Extremity.
The Master of the Hunt explodes when it dies. Dexterity Saving Throw: DC 20, each creature in a 90-foot Emanation originating from the fey. Failure: 31 (9d6) Psychic damage plus 31 (9d6) Force damage. Success: Half damage.

Legendary Resistance (4/Day or 5/day in Lair). If the Master of the hunt fails a saving throw, he can choose to succeed instead. In doing so, his Hit Point maximum is reduced by 15. This reduction lasts until he finishes a Rest.  ❑ ❑ ❑ ❑ 

Actions

Multiattack. The lord of the hunt uses Call of the Beasts and then makes three attacks in any combination, or takes the Magic Action and then makes two attacks if he is on its lair. 

Spectral Spear. Melee Attack Roll: +14 to hit, reach 15 ft. Hit: 24 (3d8 + 8) piercing damage plus 18 (4d8) force damage, and Target is cursed until the end of its next turn. Until the curse ends, the target can't cast spells. Miss: The target is knocked back 30 feet away.

Longbow of the Wild. Ranged Spell Attack: +12 to hit, range 150/600 ft., Hit: 19 (3d8 + 6) piercing damage and the target has the Prone condition. Miss: Target must succeed on a DC 21 Strength save or be Restrained by spectral vines until the end of its next turn.

Writst-razor (When Bloodied Only). Melee Attack Roll: +17 to hit, reach 5 ft. Hit 10 (1d10 + 5) slashing plus 18 (4d8) force damages and the target can't take Reactions until the start of its next turn. Miss: The target has the Prone condition.

Call of the Beasts. The Master casts the Spirit Guardians (level 9 version, spell save DC 21, 12d8 54 Necrotic damage).

Bonus Actions

Cloaking (Recharge 5–6). The fey casts Greater Invisibility on itself (no concentration required to maintain the spell). The effect ends early if The Master of the hunt is damaged by a critical hit.

Reactions

Mark of the Wild Hunt. Trigger: The Master of the hunt uses its Legendary Resistance trait or is damaged by a critical hit. Response: one creature within 240 feet gains +1 exhaustion level.

Weave Denial (in Lair). The fey casts Counterspell in response to that spell's trigger. Targets have disadvantage on this save.


Legendary Actions

Legendary Actions Uses: 4 (5 in Lair). Immediately after another creature’s turn, Master of the hunt can expend a use to take one of the following actions. Master of the hunt regains all expended uses at the start of its turns.

Whirlwind Strike (When Bloodied Only and in Lair). The Master of the hunt makes one Spectral Spear attack against every creature within 15 feet. The Master of the hunt can't take this action again until the start of his next turn.

Unyielding Pursuit. The Master of the hunt leaps as he moves up to his speed of choice without provoking opportunity attacks, he can then make a Melee Attack Roll of choice with advantage.

Trophy Vestige (2/Day or 3/day in Lair). A glistening spectral net erupts. Constitution Saving Throw: DC 12. Each creature within a 30 feet emanation within120 feet. Failure: Targets gain the Grappled condition (escape DC 21). A creature Grappled in this net can’t take Reactions and it can take either an action or a bonus action on its turn, not both. A creature can repeat the Constitution saving throw at the end of each of its turns. Success: The creature is not Grappled. Failure or Success: The Master of the hunt can't take this action again until the start of his next turn. ❑ ❑ 

Description

Lord of the Eternal Chase

The Master of the Hunt manifests as a towering, regal fey lord of ancient dwarven blood, his powerfully built frame clad in shifting armor woven from living leaves, moonlight-forged steel, and thorny vines that pulse with faint verdant light. A majestic crown of living antlers, grown from sacred world-oak branches, rises from his brow, the tines constantly twitching and turning toward distant prey or the faintest heartbeat in the dark. He moves with unearthly grace whether striding on foot or mounted upon a spectral stag steed whose hooves leave trails of silver mist, always surrounded by a baying pack of Winter Wolves whose howls echo like thunder rolling across forgotten realms. When he appears beneath the open sky, the very air seems to sharpen, carrying the mingled scents of crushed ferns, moonlit dew, and fresh-spilled blood, as if the land itself acknowledges the eternal hunter who walks between myth and mortal terror.

 

The Wild Hunt
The Wild Hunt is an ancient, unstoppable phenomenon that has haunted the planes since the earliest days of the multiverse. At its heart rides Cerunnos, the Master of the Hunt—a dwarven fey lord whose spectral pack sweeps across the Feywild, Shadowfell, and the Material Plane alike. On Toril it has been witnessed most often in the Moonsea region of North Faerûn, particularly near the Flan settlements and ancient standing stones raised by druids in the mid-14th century DR. The Hunt does not wander randomly; it manifests when a great force of evil arises, drawn like a storm to temples of corruption, tyrannical armies, or powerful fiends. Wind howls, thunder cracks, and the night sky darkens as the boundary between worlds thins, allowing the cavalcade to ride from the Feywild straight into mortal lands. Druids and fey watchers still raise standing stones as beacons or wards, for the Hunt can last days or even weeks, appearing only at night yet capable of crossing oceans and mountains without hindrance.

Mortals who glimpse the Hunt risk far more than terror. The magical aura of the ride—sometimes called the fairy road or faerie raid—can compel even the unwilling to join, granting unnatural stamina and halting the march of age for the duration of the chase. The Master sounds the Horn of the Undying to signal the beginning, its call echoing across planes and stirring the blood of any who hear it. His pack always numbers at least twenty Feywild-bred Winter Wolves that dissolve into mist when slain only to reform at the next moonrise, accompanied by wild huntwolves, direwolves of legendary endurance, centaurs, winter nymphs, and occasionally the glowing fey servants of the Maiden of the Moon. Some undead and nightmares are drawn in as well, bound by ancient pacts or the Hunt’s own curse. Those forced to ride return changed—memories fractured, haunted by nightmares, yet forever marked as having run with the eternal chase.

The true purpose of the Hunt is neither sport nor mindless slaughter but the restoration of balance. It exists to hunt down and destroy sources of great evil, regenerating each night until its quarry is slain or the evil is broken. Escape is possible only by surviving until dawn, fleeing beyond the ten-mile radius of the summoning evil, or striking down the Master himself—though even then the Hunt may simply ride again under another moon. In the Forgotten Realms, survivors speak of it as an omen of coming war or plague, while firbolg tribes and certain elven nobles still imitate its riders with antlered helms and mythal-forged armor, honoring the primal law that no evil may forever escape the Wild Hunt. To invoke its name lightly is to invite its gaze, for the Hunt listens, hungers, and never truly ends.

 

 

TACTICAL STRATEGIC RULING ANNEX MASTER OF THE HUNT’S TACTICS

 1: PREDATOR DOCTRINE & THE HUNT BEGINS  [ ROUNDS 1–3].

The Master of the Hunt behaves like a supernatural predator observing prey before committing to the kill. During the first three rounds it does not fight recklessly. Instead, it studies the party’s capabilities, identifies weaknesses, and forces the group into disadvantageous positions. The creature prioritizes information gathering: which enemies heal, which maintain concentration, who deals the highest damage, and who is physically vulnerable.

The creature begins combat at range whenever possible. Elevated terrain, dense foliage, ruined structures, or other obstacles are used as cover. The Master of the Hunt never willingly begins the fight outnumbered. 

Round 1 – Mark the Weak. The creature identifies the frailest character—typically a wizard, sorcerer, bard, or wounded target. It marks that creature as prey. Ranged attacks are used to test the party’s defenses while restraining or disrupting movement if possible. The creature avoids committing fully to melee unless an isolated enemy presents itself. Legendary Actions during this round are used primarily for repositioning and harassment attacks. The creature is probing for weaknesses.

Round 2 – Stress the Party.  The Master of the Hunt increases pressure on the chosen prey. It targets concentration casters, attempting to break spells that protect the party. If enemies cluster together, it uses control abilities that grapple or hinder multiple targets. At this stage the creature continues to move constantly. Melee characters are forced to pursue while ranged attackers struggle to maintain clear lines of sight.

Round 3 – Isolation Phase. The predator attempts to separate one or two party members from the group. This may be done through grappling abilities, forced movement attacks, or terrain manipulation. The goal is to create a situation where a single target can be overwhelmed. The Master of the Hunt continues testing reactions, resistances, and defensive abilities. It notes which spells are most dangerous and prepares to counter them in the coming assault. These first three rounds represent the stalking phase of the hunt.

2: THE KILL PHASE [ ROUNDS 4+].

Beginning in Round 4, the Master of the Hunt abandons observation and transitions into full predatory violence. The creature now focuses exclusively on eliminating enemies as quickly as possible. Primary Target Priority is as follows: (1) Enemy below half hit points, (2) Enemy concentrating on a spell, (3) Healer or support caster, (4) Highest damage dealer or (5) Any isolated creature.

The Master of the WIld Hunt relentlessly pursues wounded enemies. Once a target drops below half health, the Master of the Hunt commits to killing that creature before switching targets. If a character falls unconscious, the creature may attack them again using a Legendary Action to ensure death saving throws fail.  

Legendary Resistance Use.  Legendary Resistance is spent aggressively against any effect that: (1) Paralyzes or restrains the creature, (2) Removes it from the battlefield, (3) Prevents movement or (4) enables automatic critical hits. Minor debuffs may be tolerated, but control effects are never allowed to succeed. The creature’s goal is simple: collapse the party’s action economy by killing one member quickly.

3: MERCILESS PREDATOR TACTICS

Once the hunt reaches its lethal phase, the Master of the Hunt becomes extremely aggressive. It no longer conserves strength and instead prioritizes rapid elimination of targets.

Focus Fire Doctrine.  The creature concentrates all attacks against a single target whenever possible. Dividing damage is inefficient; killing enemies removes actions from the party.

Punishing Critical Hits.  Whenever the creature scores a critical hit, it follows up with immediate pressure on the same target.
Legendary Actions are spent attacking that enemy again if possible.

Reaction Denial.  Abilities that prevent reactions are used whenever available. This allows the predator to disengage from melee without provoking attacks.

Anti-Caster Behavior.  Spellcasters are treated as high-value prey. The creature focuses attacks on them whenever they attempt to maintain concentration or cast powerful spells.

DM MINDSET

Run this boss like a supernatural predator that intends to leave no survivors: (1) never stay still, (2)  isolate prey, (3) punish grouping and (4) hunt spellcasters. The players should feel like they are being stalked.

 

TACTICAL SPELL REFERENCE ANNEX : MASTER OF THE HUNT’S TACTICS

Spellcasting. The Master of the Hunt casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 21, +13 to hit with spell attacks). The Master’s magic manifests as supernatural predatory frost and psychic pressure that weakens prey before the kill.

DEFENSIVE SPELLS

Mirror Image. The Master creates three illusory duplicates that mimic its movements. Each time a creature targets the Master with an attack roll, determine whether the attack instead targets a duplicate: with three duplicates remaining, a roll of 6 or higher targets a duplicate; with two duplicates, a roll of 8 or higher; with one duplicate, a roll of 11 or higher. A duplicate has AC 11 and is destroyed if hit by any attack. The spell ends when all duplicates are destroyed.

Blink. At the end of each of the Master’s turns it rolls a d20. On an 11 or higher it vanishes into the Ethereal Plane and remains there until the start of its next turn, at which point it returns to an unoccupied space it can see within 10 feet of where it vanished. While on the Ethereal Plane the Master cannot be targeted by attacks or effects originating from the Material Plane

SUMMONING

Teleport (2/Day). The Master and up to eight willing creatures it can see instantly teleport to a location it knows on the same plane of existence.

Plane Shift (2/Day). The Master magically transports itself and up to eight willing creatures to another plane of existence, or attempts to banish an unwilling creature by forcing it to make a DC 21 Charisma saving throw.

OFFENSIVE SPELLS
Heat Metal (Heightened). The Master warms a metal object within 60 feet. A creature holding or wearing the object must succeed on a DC 16 Constitution saving throw or take 3d8 fire damage (14 average). While the metal remains warm the creature has disadvantage on attack rolls and ability checks involving the object, and the Master can repeat the 3d8 (14) cold damage as a bonus action on later turns.
CONTROL SPELLS (1/Day)

Polymorph. The Master transforms a creature within 60 feet into a beast form if the creature fails a DC 21 Wisdom saving throw. The transformation lasts up to 1 hour (concentration) or until the creature drops to 0 hit points in the new form.

Project Image. The Master creates an illusory duplicate of itself that appears within 500 miles and can see, hear, and speak through the projection while remaining safely hidden elsewhere.

Mirage Arcana. The Master reshapes the terrain within a 1-mile area, altering its appearance, structures, and environmental features for up to 10 days.

Time Stop. The Master briefly freezes time for everyone but itself, taking 1d4 + 1 turns in a row while other creatures remain motionless and unaware.

BATTLEFIELD CONTROL

Prismatic Wall (Heightened). The Master creates a blazing wall of magical energy up to 10 feet thick or forms it into a 30-foot-radius sphere. Each layer of the wall has AC 12 and can be destroyed by dealing 25 damage to that layer. Creatures entering the wall must succeed on a DC 18 Dexterity saving throw or take 10d6 damage from the layer they contact. The wall contains seven deadly layers: red (7d6 fire, 49 average), orange (7d6 acid, 49 average), yellow (7d6 lightning, 49 average), green (7d6 poison, 49 average), blue (7d6 cold, 49 average), indigo (restrained until freed by magic), and violet (blinded and magically transported to another plane).


REACTION SPELL

Silvery Barbs (Recharge 5–6). When a creature the Master can see within 60 feet succeeds on an attack roll, ability check, or saving throw, the Master forces the creature to reroll the d20 and use the lower result. The Master then chooses a different creature it can see within range to gain advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. When used in its heightened form, the advantaged creature also deals an additional 7 damage on the first successful attack it makes before the end of its next turn.

Lair and Lair Actions

LAIR CONTAINING REGIONS 

The Master of the Hunt may claim any of the following habitats as his current domain. Roll or choose when determining the region he is hunting:

D12 

HUNT REGION

 

D12 

HUNT REGION

1

Arctic

 

7

Mountain

2

Coastal

 

8

Swamp

3

Desert

 

9

Underdark

4

Forest

 

10

Underwater

5

Grassland

 

11

Urban

6

Hill

 

12

Any



REGIONAL EFFECTS

Wild Hunt Region Lair Effects

The domain of the Master of the Hunt is not a single fixed structure but the entire wide region he currently claims as his hunting grounds. The region containing a Master of the Hunt’s lair (while the Wild Hunt rides through it) is altered by its presence, creating the following effects: 

Call of the Wild. On windless nights, baying growls and hunting horns echo through the area, disorienting creatures and preventing them from gaining any benefit from a Long Rest.

Fey Resistance. The lord of the hunt has advantage on saving throws against spells and other magical effects, and magic can’t put it to sleep.

Wild Influence. Creatures (excluding the fey and its allies) within the region containing The Master of the Hunt subtract 2d10 from any Stealth check they make when they take the Hide action.

Predator King. Bears, big cats, crows, eagles, hawks, ravens, and wolves will not attack the lord of the hunt, even if they are magically compelled to do so.

Primordial Revival. When the Master of the Wild Hunt is reduced to 0 hit points in his lair, his body dissolves into howling wind and darkness, and his primordial spark fades into the void. He remains dead for 1000 days, after which he awakens in an unknown plane of his choosing.

Spectral Echoes. Corpses of slain prey sometimes rise briefly as spectral echoes that reenact their final moments. Creatures gain disadvantage on Survival checks. 

Spellcasting. The Master of the hunt can cast one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 21, +13 to hit with spell attacks):

At Will: Heat Metal, Control Winds, Fire Shield, Locate Animals Or Plants, Counterspell, Spirit Guardians

3/Day Each: Earthbind, Locate Creature, Dispel Magic, Plane Shift, Spike Growth, Regenerate, Conjure Minor Elementals

1/Day Each: Legend Lore, Reverse Gravity, Wrath of Nature

Superior Being. The Warden of the Primal Hunt has advantage on Initiative, can’t be surprised and can’t be transformed against his will. He also gains Truesight 120 ft while in this lair. 

If the Master of the Wild Hunt is destroyed or departs the region that serves as his lair, all lair effects end immediately.

 

LORE  INSIGHT : MASTER OF THE HUNT
Researching the Master of the Hunt requires an Intelligence check using the most appropriate skill (typically Nature). At the DM’s discretion, information at higher DC thresholds (typically DC 25 or higher) may be obscured. Checks made to uncover this information are rolled with disadvantage unless performed as part of a group check. When resolved as a group check, this disadvantage is ignored.

STUDY ACTION INTELLIGENCE (RELIGION OR NATURE) CHECK

DC 

INFORMATION LEARNED

10

Its a powerful fey lord known as the Master of the Hunt, a hunter who embodies the eternal chase.

15

Recalls how it possesses immense strength and speed, exceptional skill at tracking and survival, and the ability to mark prey with his gaze.

20

Reveals that it fights with a spectral spear and longbow that can restrain targets with spectral vines 

21

Points how it is highly resistant to most damage and conditions, regenerates rapidly, and views the Hunt as a lawful and sacred duty rather than chaotic sport.

25

Recalls that it can call a pack of spiritual guardians and cause the forest itself to strike back  

30

Learns that the Wild Hunt its leads is an ancient ritual that tests worthiness through relentless pursuit across planes.

32

Remarks that it affects a region that bends entirely to his will as both hunter and warden.

35

Understands that only those who prove exceptional cunning or honor in the chase may earn release; slaying one form merely delays the next ride 

 

Previous Versions

Name Date Modified Views Adds Version Actions
4/2/2026 7:57:38 AM
7
0
ᴳᴬᴹᴹᴬ
Coming Soon
4/3/2026 2:11:24 PM
16
0
δ ❶
Coming Soon

Monster Tags: solo

Habitat: Any

Treasure:  Armaments Relics

Alpizarai

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