| 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 |
Damage Threshold 10. Immune to any source dealing less than 10 points of damage.
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. ❑ ❑ ❑ ❑ ❑
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.
Wrist-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.
Spellcasting. The Master of the Hunt draws upon its lair’s magic; see the “Regional Effects” section for details.
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.
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 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.
Call of the Beasts (1/Day or 3/day in Lair). The Fey Titan casts Spirit Guardians (level 9 version, spell save DC 21, 12d8 [ 54 ] Necrotic damage). The Master of the hunt can't take this action again until the start of his next turn.
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, his powerful frame clad in shifting armor of living leaves, thorned vines, and dark, blood-streaked iron that seems to breathe with primal energy. A crown of jagged antlers rises from his brow, ever twitching toward the scent of prey, as though guided by an unseen, predatory will. He moves with relentless grace, whether stalking on foot or riding a spectral stag whose hooves leave trails of pale mist, always accompanied by a baying pack of Winter Wolves whose howls echo like distant thunder across Faerûn. In his presence, the air turns sharp and feral, filled with the scent of wet earth, torn foliage, and fresh blood—an omen of the savage creed of Malar, where the Hunt is eternal and only the strong endure.
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 |
He’s a powerful fey lord known as the Master of the Hunt, a hunter who embodies the eternal chase. |
|
15 |
It possesses immense strength and speed, exceptional skill at tracking and survival, and the ability to mark prey with his gaze. |
|
20 |
It fights with a spectral spear and longbow that can restrain targets. |
|
18 |
The Master of the Hunt is tied to Malar, the Beastlord and its Wild Hunt |
|
20 |
Points how it is highly resistant to weapons and views the Hunt as a sacred duty. |
|
21 |
Shows that the Wild Hunt is an ancient ritual that tests worthiness through relentless pursuit. |
|
25 |
Recalls that it can call a pack of spiritual guardians |
|
30 |
The titan plans to complete a transformation that will bind the entire region into its domain. |
|
32 |
Remarks that it affects a region that bends entirely to his will as both hunter and warden. |
|
35 |
Understands that slaying one form merely delays the next ride: only those who prove exceptional cunning or honor in the chase may earn release. |
TACTICAL STRATEGIC RULING ANNEX : MASTER OF THE HUNT’S TACTICS
|
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. |
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.
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.
TACTICAL SPELL REFERENCE ANNEX :
MASTER OF THE HUNT’S TACTICS
Spellcasting. The Master of the Hunt draws upon its lair’s magic; when on his lair, he can cast numerous spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 21, +13 to hit with spell attacks). This spell suite reinforces the Master of the Hunt as a relentless predator—controlling terrain, isolating targets, and sustaining pressure rather than relying on burst damage.
DEFENSIVE SPELLS
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
DEFENSIVE SPELLS—REACTIONS
Counterspell. The Master interrupts spells being cast, disrupting enemy strategies.
Silvery Barbs (Recharge 5–6). When a creature the Master can see within 60 feet succeeds on a d20 roll, the Master forces a reroll and uses the lower result. Another creature of the Master’s choice gains advantage on its next roll.
MOBILITY / HUNT CONTROL
Teleport (2/Day). The Master can teleport to a known location on the same plane.
Plane Shift (2/Day). The Master transports itself to another plane, or attempts to banish a target (DC 21 Charisma save).
Locate Creature. The Master tracks a known target across distance, reinforcing its role as an apex hunter.
Locate Animals or Plants. The Master reads the surrounding environment, sensing movement and life within its domain.
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.
BATTLEFIELD CONTROL SPELLS
Control Winds (Heightened). The Master seizes control of the air in a 100-foot radius within 300 feet. Strong winds impose disadvantage on ranged attacks, extinguish flames, and force flying creatures to succeed on a DC 21 Strength save or be pushed 15 feet and knocked prone. The winds can be redirected as a bonus action.
Spike Growth (Heightened). The ground in a 20-foot radius within 150 feet becomes razor-sharp terrain. It is difficult terrain, and creatures take 2d4 piercing damage for every 5 feet moved. The area is camouflaged (DC 21 Perception to detect).
Earthbind (Heightened). A creature within 300 feet must succeed on a DC 21 Strength saving throw or have its flying speed reduced to 0, descending safely at 60 feet per round.
Reverse Gravity (Heightened). The Master reverses gravity in a 50-foot-radius, 100-foot-high cylinder. Creatures fall upward, taking 10d6 bludgeoning damage on impact, and fall again when the effect ends.
UTILITY / RITUAL
Legend Lore. The Master uncovers hidden truths tied to creatures, places, or objects relevant to the Hunt.
Wrath of Nature. The environment itself rises against the Master’s enemies, creating hazards and restraining effects.
Dispel Magic. The Master ends magical effects, disrupting enemy strategies.
Previous Versions
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4/2/2026 7:57:38 AM
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8
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ᴳᴬᴹᴹᴬ
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Coming Soon
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4/3/2026 2:11:24 PM
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16
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δ ❶
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Coming Soon
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4/4/2026 7:40:43 AM
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68
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0
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「 ε 」 Éᵖˢⁱˡᵒⁿ
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Coming Soon
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