Level
4th
Casting Time
1 Minute
Range/Area
Unlimited
Components
V, S, M *
Duration
Instantaneous
School
Necromancy
Attack/Save
None
Damage/Effect

You transform one willing subject, including yourself, into a horrible, invisible monster. The subject loses all sense of self. Any of the subjects former statistics vanish and are replaced with that of the spectral hunter. Before casting this spell, you must have a small figurine that represents the subject. The figurine must have been bathed in the blood of at least three small or bigger animals. Anybody holding the figurine can attempt to mentally communicate with, and control, the hunter. The hunter can make a Wisdom saving throw to resist. The Wisdom saving throw is DC 10 + Character level. If the hunter fails, it must obey any command, but it gains one chance every 24 hours to save again and break the control. If the figurine is destroyed, the hunter is killed permanently.

Most casters use this spell on themselves in a desperate hour to destroy an enemy that has nearly defeated them. The most common target of this spell is the willing minion of the caster, who uses their new form to protect their master. This is not a kind thing to do to an uninformed subject.

This spell is not class-locked. Any entity able to comprehend and carry out the components stated from either a spell tome or taught by one who knows this spell already can use it. Common folk who come across this spell use it to aid in their daily task for both personal and impersonal gain depending on the alignment of the caster.  

SPECTRAL HUNTER STAT BLOCK:
Spectral Hunter
Medium Sized Monstrous Humanoid
Lessor Servitor Race
Hit Dice: 3d8 x3 Average 40 HP.
Initiative: +1
Speed: 30ft
AC: 13
Attacks: 2 claws or 1 bite at +9 to attack in melee OR 1 spectral spear throw at +4 to attack at range.
Damage: Claw - 1d6+6 / Bite 1d4+6 / Spear 1d6+6
Reach: 5ft Melee, 15ft Range for spear.
Special Attack: Invisible Emission.
Special Qualities: Invisible at will, incorporeal at will, darkvision 60ft, spirit item (i.e figurine copy)
Save Bonuses: DEX +6 WIS +6
Abilities: STR-23 DEX-13 CON-8 INT-18 WIS-17 CHA-10 
Skills: Stealth +5/+9* | Perception +10 | Insight +8 | Survival +7 | +9 vs DC to open locks without thieves tools.
*SPECTRAL HUNTERS RECEIVE +5 TO STEALTH WHEN HIDING FROM ENTITIES THAT CAN EITHER SEE OR SENSE INVISIBILITY OR WITH PREVIOUS KNOWLEDGE OF THE HUNTERS PRESENCE.*
Feats: Spectral Hunters can move up to 200 feet away as a movement action and track any characters it has previously wounded.
CR: 5
Climate / Terrain: Spectral Hunters without controllers haunt isolated/remote spots such as ghost towns or abandoned canyons/gullies.
Advancement: Add 3-10 HD for Large hunters and 11-20 for Huge hunters.

Spectral Hunters are large, hideous humanoids. Some reach 6-7 feet in height and beyond that in rare events. Rubbery, jet-black flesh covers their bodies. Their eyes large and red, their mouths wide and filled with rows of shark-like teeth. Hunters have a long, tapering nose matching their general appearance, which is horribly thin and reedy except for a grossly distended abdomen. Their feet are still roughly human, although clawed and vaguely web-like, but their hands have grown to either ten-inch long claws or have been replaced altogether with two great crab-like pinchers. When visible, but immaterial, spectral hunters often appear to float or hover slightly above the ground like ugly, bloated balloons. Spectral Hunters are created by casting the spell Become Spectral Hunter upon a willing recipient who could include the caster themselves. The characters soul is transferred to a spirit item such as a doll or a figurine, which then must be placed in safekeeping while the body is transformed into a monster. The hunter is tied to this item and dies immediately if it ever leaves the area one mile from the item or the item is destroyed. Spectral Hunters normally exist to guard a site, item, or person. While stalking, tormenting, and slaying any designated targets or intruders. Though spectral hunters have no language of their own, they retain any knowledge of the languages they knew in their previous life, but are no longer able to speak them.

COMBAT
Extremely cowardly but equally as cruel, a spectral hunter prefers to play with it's chosen victim, allowing it to catch glimpses of it or signs of it's presence before attacking. (i.e, a shadow-like figure from a distance or leaving footprints in mud or sand.) When spectral hunters do attack, however, they prefer to pounce suddenly from their hiding place, emerging from their invisible state to slash, bite and pierce, then quickly fading away back into their invisible realm. They avoid fair fights and frontal assaults like the plague and only fight in the open and head on in a final, desperate measure to protect their master or their spirit-item in a last extremity.

Invisible At Will: Unless they will themselves to appear,  spectral hunters are naturally invisible. This grants them a +2 on any attack rolls to targets that can't see them or aren't previously aware of their presence. Defenders unaware lose their dexterity bonuses to their Armor Class on this initial sneak attack. Invisible hunters are classed as having total concealment, and unless there is some giveaway to their presence, any attacks to the hunters occupied square have a 50% chance to miss. Characters that have sense invisibility only have a 25% miss chance and ones that can see through invisibility have no penalty. Characters with these parameters can use a free action to point out the hunter to their otherwise unaware companions, negating the miss chance entirely. 

Incorporeal At Will: Spectral Hunters can phase in and out of incorporeality as a move action. They use this ability to quickly get behind their targets to catch them unaware and flat-footed, to escape from dangerous or prey aware of their presence, or to simply and cruel baffle the one being stalked. Hit and run tactics are extremely common with hunters facing adventurers.

Invisible Void: On rare occasion, spectral hunters draw their prey into their own personal world-between-worlds to isolate their opponent from any companions they may be with. The hunter must successfully grapple the target with their maximum attack bonus of +9, they get one attempt for each of their two claws. If successful, the victim must succeed a DC 20 Wisdom saving throw or be pulled into the hunters dimension. If pulled into the hunters realm, the character and the hunter fade from view completely. The victim can then see the spectral hunter in all of it's glory, if this is the first time seeing the hunter completely, they must make another Wisdom saving throw of DC 15 of become Frightened, suffering -2 to any rolls or checks. The upside, however, is that the victim can attack the hunter in earnest with whatever they have at their disposal. Normally, the victim screams and cries for help while relentlessly being pursued by their companions in the real world, who normally cannot directly impose themselves on the hunters split realm. Such unfortunate victims very often reappear in bloody, visceral shreds when the effect wears off 1d6 rounds later. 

If any kind of Banishment spell is invoked upon a Spectral Hunter, they simply return to the epicenter of their initial creation. If the location is over one mile from the spirit item, they are destroyed immediately. If not, they return with break-neck speeds to the one who attempted to banish them. 

* - (A small, destructible effigy of the desired subject, bathed in the blood of at least three small or bigger animals. )

Available For: Bard (Legacy) Cleric (Legacy) Druid (Legacy) Ranger (Legacy) Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy) Fighter (Legacy) - Eldritch Knight (Legacy) Rogue (Legacy) - Arcane Trickster (Legacy) Blood Hunter - Order of the Profane Soul (INT)

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